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Tenebrae - Twilight of the Gods

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    #31
    Mist, the second playable character!

    So here comes the second playable character in 'Tenebrae - Twilight of the Gods'!

    All hail Mist!



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      #32
      Cool char !

      All is coming very nicely, well done
      Btw the kinda golem is top notch!
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        #33
        Some fresh Dungeon screenshots!







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          #34
          Here's a longer gameplay video!



          Still a lot of glitches and bugs to fix, and the AI is pretty much lame at this stage, but overall we're happy of how it's coming along!
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            #35
            New Teaser Trailer - August 2016!

            Here is a fresh new teaser trailer for "Tenebrae - Twilight of the Gods"!

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              #36
              Vania - Tenebrae's procedural dungeon generator

              After showing the game at various indie events, people were complaining about the lack of 'pure' Metroidvania features in the current build, so we focused on what makes Tenebrae a modern Metroidvania game.

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              Transcending the Daedalus

              Built upon Daedalus (our Unity plugin for dungeon generation), Vania is the new iteration of our in-house procedural level generation technology.

              It was written 'ad hoc' for Tenebrae, so it works in Unreal Engine 4, and it features some amazing new tools and options to help creating Metroidvania and Rogue Like/Lite games.

              Don't lock me out

              Vania automatically creates lock/key systems and scatters them all over the generated map. It also automatically handles the generation of 'special' rooms required to complete the level. For example, if it is decided by the designer that the player must acquire the Double Jump skill to go on in the level, Vania will place a room where the player can find such skill, and then will generate a guaranteed, subsequent room where this skill will be put to the test before you can go on and complete the level successfully.

              Another example: if the designer decides that the player must face a specific Boss or Mini-Boss before he/she can leave a map (maybe because it will drop a key or a special item once it's dead), Vania will spawn the relative stuff (e.g., the Boss room) before the Exit room.

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              Variations matter

              Other features such as Filters and Variation Sets/Groups also change the visuals of a game level. Let's say we want to create a castle: Vania will automatically place tower-like rooms in the higher zone of the map, while spreading dungeons, cellars and sewers in the lower part. Pretty amazing!

              In the following pictures you can see a height-based Filter in action: purple rooms represent tower-like rooms, while light-blue rooms are dungeons.

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              More than meets the eye

              And it doesn't end here! In Tenebrae, every node of the map (i.e., a rectangular room) has actually an inner complex layout, like the ones in the following pictures.

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              Inside a room, other key aspects are randomly generated (doors, portals, treasure chests, loot, enemies, etc.) according to player's status and RPG values!

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                #37
                Hi AXE, the procedural dungeon generation is pretty impressive and Tenebrae is looking really good overall. Keep up the awesome work.
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                  #38
                  Hey [MENTION=1977]TechLord[/MENTION], thank you very much!
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                    #39
                    December 2016 Update

                    We've been working on AI and Melee Combat System.

                    Enemies can now dodge, parry and do counter-attacks!

                    Here's a sneak peek showing some of the new features:

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                      #40
                      Golem riding, anyone?

                      This video shows a work in progress of the basic mechanics for the Crust (aka "The Golem").

                      A Crust is neither friend nor foe, reacting instead on the basis of player actions towards them.

                      This key characteristic of theirs could be exploited to benefit your advancement through the dungeons (crushing every enemy on your path and tearing down walls, doors and any other obstacle).

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                        #41
                        I love the solid feel and deliberate pacing of the combat... reminds me a bit of Exanima / Sui Generis

                        And I have to respectfully voice the opposite opinion of Galeon:

                        Originally posted by Galeon View Post
                        About level design, the dungeon, ennemies and lightening are all very brown theme, it lacks diversity in colors choices and lights.
                        IMHO, I love the gritty color scheme of the older shots: a real dungeon / castle can potentially be a bleak place, and not every game should look like Diablo Also note that a more muted color palette for the backgrounds works in your favor to contrast with the action (blood, weapon movement "streaks", etc), and to highlight the red of the UI.

                        Just as an example, judicious use of color is leveraged to great effect in the Dark Souls series, which helps to highlight the UI and important elements in the world that should draw your eye such as bonfires and player messages:



                        Also, when varying the lighting, would it help to keep the lights matching what your eye expects from an emitter? In this shot the cooler light value comes from the windows, contrasting with the warmer glow of the torches, which looks great:



                        But in this shot, there are cooler "fill" lights placed where there aren't torches or other light sources, which looks overly artificial:

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                        Would it make sense for these areas to simply be in shadow, or at least just dimly lit by the distant torches? Plus, foes emerging from the shadows would really sell the environment and keep the player on their toes

                        Just my 2 cents -- looking forward to more!
                        Last edited by acatalept; 03-17-2017, 03:41 AM.

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                          #42
                          Very nice! Love the art style you are going for here!
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                            #43
                            [MENTION=49600]CoquiGames[/MENTION] thank you!

                            [MENTION=1212]acatalept[/MENTION] Hey, thank you very much for taking the time to write your post, it's always a pleasure to receive constructive feedback! We totally agree with you about how the environments should be lit, and while we've been experimenting a little bit, we ended up with something similar to the screenshot you posted.

                            Unfortunately, the development is going very slow due to the lack of resources (the project is totally self-funded) and we don't have much more to show about environments, but in the last couple of months we focused on improving the in-game characters, so here are some updates:

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                              #44
                              Really great art! Very impressive.

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