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dungeons of doom

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Fhizban
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so, here is another one of my games in development (i wonder when i find the time to finish them).

dungeons of doom is a pure print-an-play solo RPG. it is free and highly optimized for printing at home while saving toner. this one is done entirely out of passion. i dont care about "sellability" "target demographic" or whatever.

take the old boardgames "Citadel of Blood" and "DeathMaze" and cross them over with old computer games like "Dungeonmaster", "Eye of the Beholder", "Knightmare" and the name giving "Dungeon of Doom".

hardcore solo dungeon crawl ahead!

please note I had to "borrow" the door icon from heroquest. its darn difficult to get good looking door symbol right.

PS: yes, im working on two different solo dungeon crawlers, but this one is much lighter on visuals than the other.

PPS: click to enlarge!

Midnight_Carnival
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Oh hell yes!

I support this endeavour fully and encourage more people to make and share games for the fun of it rather than trying to churn out the next Monopoly or something.

Fhizban, you're a superhero.

Fhizban
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haha thanks! thumbs

haha thanks! thumbs up.

completed the "corridor" tiles yesterday as well, gonna post a screen later.

next up: special room tiles and even more tiles!

polyobsessive
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Sounds/looks good

Good luck with this. I look forward to hearing more as you get it sorted, and would definitely like to try it out when PnP files are ready.

Rob

Fhizban
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thanks for the heads up

thanks for the heads up polyobsessive!

attached is another screenshot of the tiles im working on.

here is a bit more information about the origins of the project:

  • Dungeons of Doom is a creative interpreation of the old games "Citadel of Blood" and "DeathMaze", those two both use the same core system.

im not far into development yet, but maybe you want to take a look at these old games to get into the project:

Citadel of Blood (28 MB) - from 1980 http://www.uedss.org/derekmbrown/games/Citadel-of-Blood-AresNr05.pdf

Deathmaze (about 100kb) - 1979/1980 https://www.dropbox.com/s/akfo50rbnqiv3l0/deathmaze.pdf?dl=0

  • I will copy the whole "skeleton" of the old games. So building and exploring the dungeon is done in the same way and the whole procedure of exploration etc. is the same.

  • What I plan to change is mostly the combat system alongside with the stats. Im a big fan of the old HeroQuest boardgame. So there will be some influences as well. Sticking to a d6 and not adding too many new stats in order to keep complexity manageable. book-keeping will be done using cards, dice and glass pebbles - want to get rid of using a pen as much as possible.

  • Finally: adding new content. thats my main goal. new monsters, a lot more items, traps, hazards and dungeon environments. this will be done once the rest is ready.

NOTE: there is no party movement on the small floor tiles, instead the party moves from one dungeon section (represented by a 2x2 inch tile) to another. I added the small floor tiles just to make things look better.

Fhizban
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attached is the picture of a

attached is the picture of a very early test print-run.

only a few selected tiles have been printed on thicker cardstock and then quickly pseudo-laminated using clear tape.

the braziers are from advanced hero quest, as is the porticullis. the stairs are from heroquest (map symbols). the rest is by me.

still a lot of work to do. have to fix a few errors (like the rounded edges at the tile edges) and finish the other tiles before continuing with the rules. the corridors are also much wider than the room entrances etc. dont know how to fix that (they did it the same way in the old Citadel of Blood game)

NOTE: There is also a problem with the randomized dungeon building. sometimes the tiles do not really fit together. so you are forced to put a corridor next to a room entrance. this results in passageways that look like bottlenecks. maybe I make the corridors smaller or the rooms larger...hmm...

Fhizban
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A page about "Dungeons of

A page about "Dungeons of Doom" was added to my website.

- please note that the game is still in early development, there is no download yet -

page contains the background story (taken from DeathMaze and adjusted) together with a Disclaimer and lots of references, plus a synopsis what the game is about. As this free game is built upon copyrighted material Im really taking my time to research all the sources and name them.

http://www.critical-hit.biz/dungeons-of-doom/

let-off studios
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Corridors & Rooms/Chambers

Fhizban wrote:
NOTE: There is also a problem with the randomized dungeon building. sometimes the tiles do not really fit together. so you are forced to put a corridor next to a room entrance. this results in passageways that look like bottlenecks. maybe I make the corridors smaller or the rooms larger...hmm...
Could you have separate decks of Corridor tiles and Room/Chamber tiles? Would that make things too cumbersome for your game?

Fhizban
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Hi, thats actually what the

Hi,
thats actually what the game Im taking inspiration from did. good idea though!

In their "first Version" (DeathMaze) they separated rooms and corridors into two stacks.

the "second version" (Citadel of Blood) optimized the rules and put all tiles together into one stack, because the seperation seemed "obsolete".

still don't understand why they did that. so I could imagine the following:

there are 120 tiles in my game 60 rooms and 60 floors - makes two nice tile-decks of 60 each.

when you choose to go through a door, you draw from the room deck.

otherwise (heading through a corridor) you draw from the corridor deck.

as simple as that.

have to print and assemble all tiles next week, lets see how it goes

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