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Neverlooted Dungeon News

Devlog Summer 2024

Hello looters, here is the news from the front.

Development of Neverlooted Dungeon continues and the game gets closer and closer to its final form. I feel like a sculptor finishing his work, the sculpture is almost finished, its general form is already great, some places are already perfect but some others are still a little rough. I have to continue refining here and there, until the final experience of the game is as close as possible to my vision.

Some people tell me that I’m stuck in an endless finishing loop, but when I show them the evolution and improvements of the latest versions, they admit that indeed the result is much better and that it was worth it. This is the main problem with working alone, everything is very slow. A little more patience, it will soon be done.


Leave a review on the demo


Before we begin, I would like to announce that following changes on Steam, the demo now has its own page, on which it is possible to leave a review. So if you liked the demo and want to support me, I invite you to go to the demo page and leave a review. This is very important to help me gain visibility.

[h3]LEAVE A REVIEW -> https://store.steampowered.com/app/1394770[/h3]




Better narration


Lately, I’ve been particularly focused on storytelling, in all its forms. Whether it is the writing of dialogues, books and notes, the creation of visual elements, tapestries, paintings, sculptures, and other visual elements, narration has made a big leap forward and I am delighted about it. I also continued my effort to make the place more alive and plausible by adding many small elements and details. I still need to work on some parts, especially the ending sequence, but the bulk is in its near-final form.






Levels improvements


I started my improvement work on levels 3 and 4. A first pass is done and its very encouraging result proves to me that it was a good idea, and that I need to go a bit further for these levels. They’re not quite in the “dungeon raider” experience I envision, but I’m getting closer and closer, and I’m confident that I’ll get there very soon.








More polish and reducing technical debt


The polish is also done on the entire game, the other levels, the features, the visuals, the audio, etc. In particular, I continued to fix bugs and improve features. I also do a lot of things that are invisible to you, including reducing “technical debt”, for example by completely recoding certain elements that were problematic for me, like the player controller which, extremely rarely, slipped on the stairs.


Roadmap


This summer is a bit complicated for me, for various reasons I don’t have many long periods to work, which slows down my pace quite a bit. Regarding the 2024 release date, I still think the game will be finished at the end of 2024, but I may postpone the release by a few weeks to avoid this already very busy period. I’ll let you know.


Have a good summer, and see you soon :)


Arnaud

Dev Live Interview for GMIF2024

Hello Dungeon Raiders, I hope you are doing well.



At the occasion of the Games Made In France 2024 festival, I will be live on twitch Saturday 18th May 2024 at 11pm (Paris, UTC +2) to present Neverlooted Dungeon during an interview (in French). The stream will be broadcasted on twitch MisterMv channel.

You can also discover a lot of other awesome French games during the whole event by looking at the Games Made In France Steam page.

Arnaud

Devlog May 2024

Hello dungeon raiders,

I hope you are well since last time. It’s time to take a look at the development of Neverlooted Dungeon.


[h2]Still polishing the game[/h2]

As I announced last time, the game is now in the polish phase. The game is almost finished, but I continue to improve it until it finally reaches my level of requirements.

My process is quite simple at the moment: I play and analyze the latest version of the game, I do some playtests and analyze the feedbacks, then I sort things to debug, improve, change, add, delete. Then, I work on a new version with the aim of improving the things with the most impact in a limited time. Once the deadline is reached, I finalize the game version, and I start the analysis and improvement loop again.


[h2]Full level 2 rework[/h2]

One of the big challenges I tackled was the complete rework of level 2. For a very long time I found that this level was well below the others in terms of interest, because it was one of the oldest levels that I had created. And as it is important to “confirm” the interest of the game after an already very appreciated first level, it became urgent to take care of it.

I started out simply reworking it, but it ended up creating a completely new level. The best parts of the previous level have been reused in this or other levels. It was a big challenge but according to my own tests and playtests, I think it was largely successful. I’m also very happy to have completed this work in just a few weeks.




[h2]More life in the dungeon[/h2]

Among the important improvements of the latest versions, I worked on the creation of new unique creatures, especially for the last levels. Indeed, certain levels were really lacking “their creatures”, whether for novelty and variety, but above all for the atmosphere and narration that they provide.



I started by creating a lot of creature placeholders with very coarse geometry and place them in the levels, and made a lot of tests. I finally really created several of them, including also some variations. There are now crabs, zombies, living statues, and many others which I will not talk about so as not to spoil their discovery. I am very satisfied with the result. In a future version, I will improve their animations, behaviors, and adjust their difficulty, in particular some of them are much easier to defeat than they should be.

Here is a glimpse of some of them. You can find the cute crab in the latest version of the demo.

[previewyoutube][/previewyoutube]


[h2]Stronger focus on epic traps[/h2]

Part of my goals in polish is to improve the “Epic Tomb Looting” aspect, particularly by improving and adding “Indiana Jones”-style “epic trap rooms”. I am improving and adding small puzzles too, more for the narrative and atmospheric contribution than for the real challenges, but don’t worry, some optional puzzles will be real challenges. I have actually done things that I find really nice in the new level 2, here is a short preview:

[previewyoutube][/previewyoutube]


[h2]New trailer in progress[/h2]

In order to better highlight the latest developments and the work on the atmosphere, I started to create a new trailer. It’s always the same structure based on the same musical track, on which I replace the clips with new ones. I think almost all the clips have been changed in this latest version. When the trailer is done, I will officially publish it and promote it.

However, I have already put it on the Steam page, so if you visited the page lately you may already have seen it.

Here is the current trailer, what do you think ?

[previewyoutube][/previewyoutube]



[h2]Overall improvements[/h2]

I also work on many things that are not necessarily visible, notably on fixing bugs or improving certain design elements.

I also continue little by little to improve the art style, notably with work on textures and lighting. I would love to have time to improve some atmospheric elements, like adding a waterfall in the first level, more particle and light effects, more visual scene elements.




[h2]Visibility and festivals[/h2]

In terms of the game’s visibility, I’m happy because I feel like I’ve finally managed to break through a bit. I’ve been part of some festivals lately, and I started being really noticed, for instance with an article from Rock Paper Shotgun during the FPS Fest. I must now focus on making the best game possible, so that this visibility has a use when the game is released.


[h2]Demo update[/h2]

I recently updated the demo to include the last improvements. There is also now a new small creature below the big stone bridge.


[h2]Roadmap[/h2]

I am currently focusing primarily on improving the narration, with the addition of dialogues, notes, books, indirect and environmental narration, which I had always left at a minimum to concentrate on the gameplay.

My other priorities are improving the UI to have something cleaner and more professional, and finding an illustrator to create the introduction art and various visual elements of the game. Besides, if you are a freelance professional 2D artist specialist in fantasy, do not hesitate to send me your references.

My last really big challenge will be working on level 3. Several months ago I created a new version of this level, but I was never really satisfied with it. I would like to be able to combine the best of the existing level and this new version, to make it one of the best levels in the game.

Then, there are still a lot to do, like improving the combat, balancing the economy, improving the art, and many other things to round out the corners and have the best possible experience.

In terms of release, my current schedule is to aim for the end of the year around November/December. I think I’m still on time, but with the incompressible delays for the localisation and its testing, I can’t guarantee anything. There may also be the issue of overload of game releases at the end of the year that I should take into account.


[h2]Wishlist[/h2]
https://store.steampowered.com/app/1171980



Have nice dungeon looting and see you later :)

This delightful fantasy immersive sim somehow snuck its merry way into Steam’s FPS fest

Neverlooted Dungeon is an rpg game in which you can shoot a crossbow from a first person perspective. This, I imagine, was the pitch it used when trying to blag its way past the thermodynamically powered golem wearing a Daikatana t-shirt that guards the gates of Steam’s currently-running FPS fest. Whatever the excuse, this silver tongued rascal succeeded, and is now nestled comfortably between umpteen boomer shooter revivals, trying to squeeze Ultima factoids into the conversation.


Read more

Devlog & Christmas event

Hello dungeon raiders,


I hope you are well since last time.

I'm sorry I do not write devlogs more regularly. I'm too focused on the development of the game and I completely neglect giving news and promoting the game. That's really not a good thing. This devlog will therefore be a long overview of the many things that I have done in recent months and the state of progress of the game.




[h2]Development status - entry into polishing phase[/h2]

Last time, I told you a little about my work on the last level, and it's now finished. I think it's really great, and I can't wait to see more people playing it. Of course, it still has some flaws. The various playtests revealed some problems which will be corrected gradually.

In terms of general progression, I am now "feature and content complete", that is to say that all the levels and the content planned for release are done in a playable in a rather clean and polished version. I am now moving into the "polish" phase, that is to say multiple successive iteration and improvement until I reach sufficient satisfaction with all the elements of the game. Of course, I may add a few things here or there.

I'd like to do one or two more iterations on the whole game before doing more open playtests, but they'll be coming soon.

After a big period of fatigue at the start of the year, this summer finally went well, but I am currently experiencing a seasonal autumn fatigue. This is usually the period of the year where I do a deep look at the project. It is an opportunity to lay the foundations, the vision, to review the schedules, to return to the cor experience, telling myself that this year will be the one!

You will probably have guessed it for yourself regarding the date, the release will therefore not take place in 2023 as we all hoped, once again the release date has been postponed. I had really neglected the accumulated fatigue which seriously affected my production rate. Additionally, the stress generated by approaching the end of development makes me question everything and waste time going in all directions.




[h2]Gloomy2[/h2]
Last year I drastically improved the art style with the "gloomy" update, that consisted in a full rework of all textures and materials. This month, I just completed the "gloomy2" update that goes further with creating better and more varied textures, new environment meshes, and improving the atmosphere using fog, particles and special effects.

This update jas significantly improved the aesthetics of the game, and I plan to continue working on the artistic style.














[h2]Improved stealth[/h2]

For a long time, I had wanted to improve the infiltration system, to return to a richer system based on light and sound, inspired by Thief: The Dark Project.

I finally took the time to create a prototype in which I reworked the detection systems. The goal was to test the technical feasibility of such system in the actual game, but also its impact on the core experience.

Previously I only used a simple detection cone with a basic detection test, which resulted in a binary "seen - not seen" state. Detection is now affected by how hidden you are in shadows and how much noise you make. The system incorporates multiple levels of detection, NPCs will first "look at something suspicious", then "investigate" if you are almost detected, and be "alert" when they spot you.

I put my levels to the test by creating more interesting stealth situations in each level, to see if it worked well with the experience I was trying to create.

Well yes, the new infiltration system enriches the game's experience as I was expecting. You explore "slowly and carefully", which allows you to detect and avoid both traps and monsters.

So I validated this change, and integrated it into the game. With these improvements, you can now move slowly and silently in the shadows to completely avoid combat or perform sneak attacks. You can also create diversions by making noise, such as throwing objects, or sneaking up behind an enemy to push them into a trap.

[previewyoutube][/previewyoutube]

Besides, did you know that there already was a lure system based on food? Monsters can be attracted if you place the appropriate food nearby. For the rats, it will be cheese. Use it to keep them away from you or lure them into a trap.

You can test the new stealth system in the last demo update.





[h2]Combat Improvement – Dodging, Blocking[/h2]

A significant criticism of the game was that the combat was not very interesting, consisting only of circling around enemies. Even if combat is far from being one of the priorities of the game, because it's not an action and combat game, I decided to nevertheless improve it.

This time again, I created a prototype to try out new features and see how to improve combat. After some experimentation, I finally added two new moves: dodging and blocking.

Blocking can be done with the weapon in the right hand or with a shield equipped in any hand. Shields can even block arrows and certain traps. However, be careful when blocking, as it consumes stamina and you will be stunned if you block without enough.

Dodging revitalizes movement, it is much easier to avoid an attack or to slip behind the attacker's back.


[previewyoutube][/previewyoutube]


These new movements are well in line with the type of combat that I am trying to create, slow and strategic, where the management of positioning, rhythm, and endurance are priorities to defeat your enemies. I don't want a game that's too action-heavy with quick fights where you chain monsters together. I want to encourage players to detect and then approach monsters thoughtfully, by creating an advantage, or using the environment to their advantage.

These changes have also been integrated into the game, and you can also test them in the latest version of the demo.




[h2]Player progression and skill tree[/h2]

In Neverlooted Dungeon, there are no experience points and levels, it's a "light" RPG. But actually, yes, there are. Gold coins are the equivalent of experience points, and magic items and equipment are the skills you unlock by spending your gold.

Consequently, there is a kind of "skill tree", even if it is a little hidden. As you progress, you can buy more and more magical items, more varied, but also more powerful. For example, after purchasing "speed boots", you can choose later to buy "advanced speed boots", or rather "double jump boots" if you are more of the acrobat type, or even "powerful kicking boots" if you're the warrior type.

What kind of abilities are unlockable? A lot ! Some examples: telekinesis, rope arrow, speed, high jump, double jump, levitation, slow fall, rock creation, flame thrower, fire extinguisher, enlarge or shrink objects, control and summon rats, fireball...

From a narrative point of view, this system is justified by the fact that when you die, you are a new dungeon raider. Gaining levels therefore makes no sense. However, you can "recover your experience" by looting the corpse of the previous looter to recover your gold and equipment.

Another fundamental difference with a classic "skill tree" is that a skill tree commits you to a branch, for example you have to buy "speed 1" to unlock "speed 2", and this often prevents you from experimenting because the points are limited. Here, you can simply sell your boots to buy another type, which allows you to change branches whenever you want to try several styles of play.





However, even if there is indeed a character progression, I also don't want the game to have a "zero to hero" type progression. I see the player's progression more as an enrichment of the game possibilities, with more and more capabilities, than as a simple "power up" to become a "hero". It is above all the player himself who will progress and become a better dungeon raider rather than his character.

I hope that these choices will be well understood and appreciated.





[h2]Feature Failure: Mega dungeon[/h2]

When you're developing a game, it's sometimes hard to stay on track and always make the right decisions. The creation process is very different from that of software creation, with (more or less) clear specifications and a (more or less well-made) budget. When we make a game, the objective is not clearly defined, we seek to achieve a "vision", but without always knowing what are the right decisions to achieve it.

When I paused Goblin's Week to work on Neverlooted Dungeon, one of the constraints I imposed on myself was to have a set of independent levels, and not a mega dungeon with interconnected levels, to better manage the scope and avoid a new pitfall. But for a long time, this idea of an “interconnected mega dungeon” had been circling around in my head, and I couldn’t decide if it was the right decision. So, once all the levels were completed, I wanted to spend a few days working again on this concept of "interconnected mega dungeon" to validate or invalidate it once and for all.

For this, I made several prototypes:

1 - The first was a technical feasibility prototype. Given that I already had everything set up during my work on Goblin's Week, it didn't take very long to connect all my levels with object persistence (for example, place an object on the ground in a level and it will still be there later)

2 - Next, I wanted to evaluate whether connecting the levels and allowing back and forth had as much added value as I thought. So I put together the “coolest” ideas that had been running through my head for months. While playing it, there was certainly added value, but I also encountered some degradation of the core experience, and I also found that certain aspects would require more work to adapt than expected.

3 - I was also wondering whether I should connect the levels around a central hub or in a more organic way. I had the central hub set up and started making a more organic version. The central hub was rather unsatisfactory, but the organic connection added even more problems.



The important thing when making a prototype is that it must answer a specific question, here was whether an "interconnected mega dungeon" was the right direction to take to complete Neverlooted Dungeon. No, it's not a good idea. This is a very important element and one that works well for games that are built around this idea from the start, like Arx Fatalis or Lunacid, but for Neverlooted Dungeon not only does it degrade certain aspects of the experience that I consider important , but it also requires a lot of additional work that I would prefer to invest elsewhere.

I decided invalidate that hypothesis and return to the fundamentals of Neverlooted Dungeon: atmospheric dungeon exploration, traps, treasures, and a lot of freedom of action. From my point of view, there is still a lot of work on this side, and their improvement has much better added value than the connection of levels.

This little paragraph was written to show you that in a game development, it's misleading to look at the final product and imagine that everything has flowed naturally. The creation process contains a lot of research, trial and error, and sometimes failures and cut content. I recently found the graphic below at a GDC talk and think it expresses this point perfectly.





[h2]Many other things[/h2]

Apart from the work on the levels and major features, all the elements of the game continue to progress. Most of these changes are invisible, but you may notice improvements in all areas of the game.

The music is almost finalized. Alexandre Sciré continues to compose excellent pieces, separated into stackable tracks, which I spend a lot of time listening to in detail, mixing dynamically, testing in the game, writing precise and detailed feedback, so that the soundtrack allows really create the atmospheric exploration experience I desire.

I made lots of tweaks and minor changes here and there. For example, the improved stamina/health UI which better shows consumption or damage taken. Or that nice gamepad control scheme.



I told you last time about rope arrows, they are now available in the demo. Try to find them and use them to reach inaccessible places and collect all the loot.



Don't like spiders? Look at the game settings and turn them off for a spider-free experience. Also, I was told that I should also add a thalassophobia mode, it will be done.






[h2]Christmas demo[/h2]

Finally, this year, a little break in development to put the demo in Christmas colors. If you missed the Halloween update, now is the time to go and test the latest new features with a winter theme (shields, parries, infiltration, rope arrows, etc.) and give me your opinion.




[h2]Roadmap[/h2]

I am therefore in the polishing phase. The biggest difficulty is sorting the things to do by importance and properly estimating their costs. I'm currently focusing on improving atmosphere, exploration, traps and treasures. Some levels need more work than others. Some levels require more variety of traps and monsters. I also know that the narrative needs to be improved to strengthen the player's motivations. There is also polish work to be done everywhere, whether on the visuals, the interfaces, the dialogues.

In short, there is plenty to do... 2024, I believe in it!