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Cyclopean News

Testing Demo Version 0.4.1 Online

I've uploaded a playable, but incomplete version of the game for testing purposes.

If you have the beta key, you may choose to try it out. If you are interested in trying it, but don't have the key, visit my Discord server and ask about it there... https://discord.gg/EV7gZHhd


In this version (0.4.1) you can explore the game's overworld and 5 dungeons. The dungeons are all roughly the same procedurally generated setup, just like we saw in the Game Jam version. However, each dungeon should be saved between visits and should have a different kind or assortment of monsters within.

Most of the game mechanics are things you can learn and experiment with in-game. You will use WASD movement and the mouse to select from menus. The only thing not obvious will be using F5 to open the save game menu. You need to hit Enter to save once you've selected a slot.

Each encounter will give you a variety of options, combat, stealth and dialogue. Learning how and when and where to use each will change depending on your alliances and gameplay strategy. Each move will (usually) require a "roll" against your character's appropriate stat. i.e. attacking checks against your character's "skill" and the damage will be modified by their "strength."

[h3]Combat[/h3] follows pretty standard CRPG gameplay. However you have the option of finding allies and incorporating them into your party.

Allies can be used to fight against enemies by using the Marshal command in the combat menu. Allies can gain experience and level up just like your character, but in a limited capacity. The number of allies you can have is dependent on your character's "mind" stat.

Attack and flee are pretty self explanatory.

Yield is when you've tried everything and are willing to give up some items, allies and/or captives to escape with your life. Use it only as a last resort.

[h3]Stealth[/h3] allows you to ambush, pilfer your enemies inventory, sneak around and capture your enemy. Although captives don't actually do anything special just yet. Sneaking will depend on your "skill" stat.

[h3]Dialogue[/h3] is where you will be able to align with new party members, trade, inquire and, when finished, pass by an allied creature.

In order to gain an alliance you will need to find and successfully read a book about that type of creature. When rolling your character's stats, you may also start off with an alliance in place, though not always. Reading books is dependent on your "mind" stat.

[h3]Doors[/h3] can be locked or unlocked. If you have the right kind of key, you can simply unlock them. Or if you have a lockpick and sufficient "skill" and "mind" you can try to pick the lock. Alternatively, for a stronger character, you may choose to bash it, but failing may cause you some damage.

[h3]Feedback[/h3] is very much welcome at this stage. I am not sure how all these game mechanics will be used by players, or if they are remotely balanced right now.

[h3]Features[/h3] I am planning to add next include:
1. More monsters
2. Levels for treasure chests (right now they are totally random)
3. Camping to gain health and set your fleeing location outside
4. Choosing which attributes to increase on level gain
5. Saving the state of the overworld
6. Different kinds of dungeons for each area

Multiple Monochrome Palettes

Cyclopean is getting a new look! Now you can choose from a range of possible (monochrome) palettes to play with.

https://youtu.be/LbNmCdemkpQ

Cyclopean was originally made in 3 days for the 2024 Dungeon Crawler Jam on itch. It was just green back then...



Now the options menu will allow you to select a whole range of colors...



It was also just a 1st person game, but now it is getting its very own 2D overworld, similar to some of my favorite RPGs of the past, like Ultima, Questron and Legacy of the Ancients among others.

Work Begins on Cyclopean

This Thursday saw the official beginning of work on the Cyclopean full release version.

I started by getting a save/load system going and today (Saturday) it is basically functional. You can see the save and load menus here:



After a few hiccups, I managed to get the procedural dungeons, enemies and items to load correctly. The game will have an autosave feature, but it will not overwrite any of your manually saved games. It is currently limited to 15 save slots.

Here you can see I was able to reload a game, in which I had just defeated an enemy. The enemy reloaded correctly, as a lump of mush on the floor (just to the lower right of the mouse cursor)...



Next I plan to make sure the screen resolution is working in window and full screen modes properly. A lot of new game engines handle this kind of thing automatically, but in 3D Gamestudio (which I use) this is manually programmed, which is why my games have weird issues with setting resolution. I think I have a much better idea of how to approach this now, so hopefully I will finish it quickly and make it user friendly too.

After that I plan to start adding more content to the game, and tweaking the gameplay. I am not fully settled on how thing are going to work just yet, but I am hoping to add some more complexity to the game, allowing players to approach conflicts in a variety of ways (i.e. stealth, combat, negotiations etc...) so it will be more RPG like and less like a simple combat based dungeon crawl.