Tenebrae - Twilight of the Gods

I’ll keep my eye on this, it looks interesting. I like the design in your concepts, gg :wink:

One of the new game levels! (work in progress)

It looks cool :wink:
I would see a bigger tiling for the small bricks… The floor is really great. Perhaps more contrast in your lighting like in your concepts…not sure.
Keep up! :wink:

Well, we’ve been quiet for some time now, it’s time for some fresh new screenshots!

Revamped random dungeon generator:


Basic Enemy AI (still at its early stages!):


Basic combat system + in-game GUI:


Some work-in-progress shots from the dungeons:

More coming soon!

The game looks good.
About level design, the dungeon, ennemies and lightening are all very brown theme, it lacks diversity in colors choices and lights.

Yeah, I see your point. All the shots belongs to the same map/dungeon, so there’s some sort of continuity in forms and colors. What would you suggest?

Cloth: Banners, carpets, clothing etc…
Mosaic: Instead of regular grey stoned tiles make them colored.
Windows: Lead windows etc… if there is any.
Lighting: Depending on your story you could have blue torches or other kinds? Or use the moons lighting (if there is any moon light indoors).

Colored ennemies, red colored goules, greener zombies with red eyes, colored clothes, green or red glowing tatooes, blue glowing stones cristals , wolf with white furr and some glowing parts, pillars with colored symbols, floor stones with glowing patterns.

Lights coloring cna vary using some ambient light color and slighty different point lights colors.
http://wiiudaily.com/wp-content/uploads/2012/09/trine-2-wii-u-2.jpg
http://image.jeuxvideo.com/images/x3/t/r/trine-2-xbox-360-1321536580-040.jpg
http://i11a.3djuegos.com/juegos/11808/trine_3_the_artifacts_of_power/fotos/set/trine_3_the_artifacts_of_power-3176429.jpg
http://gamestyle.com/wp-content/uploads/2013/02/trine2.jpg
http://jeuvideo.afjv.com/press_1111/111104_trine_3.jpg

This project looks awesome, I would totally play this!

As someone suggested in this thread, levels are now a little more colorful :smiley:

Mist, the second playable character!

So here comes the second playable character in ‘’!

All hail Mist!

Cool char !

All is coming very nicely, well done :wink:
Btw the kinda golem is top notch!

Some fresh Dungeon screenshots!

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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! :slight_smile:

New Teaser Trailer - August 2016!

Here is a fresh new teaser trailer for “”!

  • 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.

Transcending the Daedalus

Built upon **Daedalus **(our *Unity *plugin for dungeon generation), ** **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

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, 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), will spawn the relative stuff (e.g., the Boss room) before the *Exit *room.

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: 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.

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.

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

Hi , the procedural dungeon generation is pretty impressive and Tenebrae is looking really good overall. Keep up the awesome work.

Hey @, thank you very much!

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:

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).