DQR, almost a year...
Almost a year ago, December 2021, I started development of this project in Unity.
Based on a simple concept I designed in college in 2003. I was a naive 19yr old and the idea was what I thought to be a unique and refreshing take on a heroic love story; the damsel rescuing the rogue.
In Dungeon Quest: Rescue you play Susan, a fair maiden who's boyfriend Duane has been kidnapped by what seems to be the minions of an evil sorcerer. He's been carted off to a castle keep, stored in a dungeon, ready for who knows what ... Playing as Susan you must hack, slash, jump and puzzle your way to Duane and escape the clutches of the evil sorcerer Vim and the dark forces that created him. Inspired by games like Tomb Raider, Nightmare Creatures and Dark Souls.
The project goal is completion. That might sound odd, but too many projects go unfinished so for this one I adopted a philosophy of "its good enough" -- many people have a problem with being overwhelmed by perfectionism, perfect is the enemy of done.
I want to get this game to a state that has 10-12 levels, some cutscenes and real playability. "Perfect" visuals and animations are a secondary concern in the "first pass".
So after a year of development where am I ? what have I conquered and what's left ? The answer is a lot, and a lot.
Done:
3 Enemy character models, 2 levels in active construction with unique architectural assets. Basic Melee combat, doors with keys, basic consumables/pickups, a functioning pause game system and main menu, level triggers and transitions, cut scene ability. Fall damage ! a sword weapon model ! :D
To do:
4-5 more enemy character models, the player character model, 8-10 more levels and unique centerpiece models for 2-3. Linking all levels to the menu and progression system/save file. More weapon models.
And a lot more I'm sure..
So I'm giving myself another year, check back soon.
Meanwhile, check out the development images so far ...
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