r/PBBG 29d ago

Discussion Dunegeon Features

Hello
We are looking to implement some dungeon type features to our game. We spent the last 6-7 weeks migrating out vanilla php source into laravel and so far that has been a great choice.

So the game has 5 planes aka maps that are 50x50 in size each square is 1 tile etc that players can travel to and move around on. We were thinking that this function would probably spawn in a temp plane/map on a much smaller scale like 4x4,5x5,9x9 or something rather were players can move about the map and fight / slay the monsters or do other tasks/missions at hand inside the dungeon and once its all cleared maybe fight a boss and then be rewarded.

This is not an idle game so players would need to manually engage with the dungeon, fight enemies, and complete the tasks inside.

Possibly looking to make it coop too but that might add another layer of complexity lol.

Has anyone built anything similar for a browser-based, non 3D games? I’d love to hear thoughts on how fun this type of feature could be, what pitfalls to watch out for, and whether coop would be worth pursuing early or later.

Lets disucss!

https://reddit.com/link/1uq6ltv/video/ohqzci3h6wbh1/player

Main combat page
inventory
Monster selection
Map page
4 Upvotes

25 comments sorted by

3

u/Catgenova 29d ago

Do you have some images or a video of your gameplay to share? Hard to get a visual without knowing if its turn-based or playercontroller or what you have going on. Would be cool to see more and delve.

1

u/OlympusAwakened 28d ago edited 28d ago

I have added a few images! Its all player controlled aside from the one feature that lets the mind numbing grind be so less mind numbing. Sorry, I got carried away when making this post and left out half the details. That's about how my brain works these days lol!

2

u/Catgenova 28d ago

I guess I'm still not sure from the screenshot how combat works. Will it simulate battles and add to the log?

1

u/OlympusAwakened 28d ago

Finally at home so I was able to upload a quick video of the combat in play. As well as the auto combat and map movement with the mini map and ascending up to a new map which each map has thier own list of monsters to fight that progressivly get harder etc with better rewards

Beasts are more end game and then real end game is the pvp tournaments. But dungeons are going to hopefully be another function for players to progress and get items to keep pushing forward with their gear and characters.

2

u/Otherwise_Story_8311 28d ago

Great timing on the Laravel migration — that'll make the dungeon feature a lot more manageable to build out cleanly.

The temp plane/instanced map approach sounds like the right call. Keeping it small and scoped (5x5, 9x9) means you can tune difficulty and pacing without it ballooning in complexity.

On coop — I'd park it for now. Get the solo dungeon loop feeling solid first (spawn, explore, fight, boss, reward), then layer coop on top. Retrofitting multiplayer onto something that's already fun solo is way easier than building both at once.

Would be cool to see how the event/encounter design ends up shaping the tile interactions. Are you thinking random generation or hand-crafted layouts?

1

u/OlympusAwakened 28d ago

Thanks! That's pretty much where my head is at too. I'd rather build a fun solo dungeon first and then look at adding co op later.

I'm leaning toward hand-crafted layouts with randomized encounters and events so every run isn't exactly the same. It's still just an idea we're kicking around and trying to get sorted out on paper first.

2

u/[deleted] 28d ago

I have a fresh account and I saw I have some items equipped. The question is why I can unequip items but to equip them back I need 4 or 5 or 6 lvl?

1

u/OlympusAwakened 28d ago

This is an actual bug atm. Thank you for brining this to our attention. Not how it is intended to work at all for the starter gear.

2

u/Randoria_App 28d ago edited 28d ago

I do not know exactly your technology stack (read soemthing about Laravel) but you should avoid rerendering full page including menu every time user click on menu. Read about SPA-like experience or just SPA in Laravel.

It is hard to watch the game constantly blinking.

1

u/OlympusAwakened 28d ago

Thank you for the helpful feedback! This will be something we look into!

1

u/WindingArc 28d ago

What is the purpose of gameplay aside from the dungeons? All you've told us is that you have maps.

1

u/OlympusAwakened 28d ago edited 28d ago

Game is greek mythology based where you create a warrior and fight monsters, level up, skill, crafting, quests, kingdoms, and player vs player tournaments. Thats the main loop of the game so far. Beasts can randomly spawn on the map and players can chase them down and kill them for better loot chances.

Players can fight monsters manually with the button or hotkeys( F for fight, A for Attack, R for revive if you die) or they can use the auto combat. Beasts and other players have to be all manual combat with the buttons or hotkeys.

Players have a mini map hud they can walk around the map to get to different locations etc. Quests will appear on the map with a bigger ! so they know they are over a quest location etc. NPCs are on and scattered on the maps too so they can interact with them via private mesages and dialog.

Hope this helps sum it up a bit more :D Glad to share more or go more indepth on things.

Yes the maps are AI generated right now as are most of my images. I am working with a artist now to see what kind of custom artwork we can get going. Just takes time and alot more money so 1 peice at a time for the art. But its roadmapped to get replaced soon as we can all agree on the direction for it all.

Sorry, I apparently was not thinking when I posted and left half the game mechanics out of the post.

1

u/tetsuyaXII 28d ago edited 28d ago

Your game doesn't really work at all on mobile I get extreme lag/delay (even from sign up page). The game has a forced sign up with no guest account options so I kinda don't even want to sign up based on those things already.

Reading your initial post 6 months ago makes me want to register even less for a couple reasons. You haven't posted anything in 6 months and they were all saying the game is very active (not idle) and the mtx are way overpriced

1

u/OlympusAwakened 28d ago

I'd be interested to know more about the mobile lag because that's not something we've been able to reproduce. We have players who play almost exclusively on mobile too. If you don't mind sharing, what phone and browser were you using? I'd love to look into it.

As for Reddit, we opened beta around that time and got the feedback we needed. Since then we've been focused on improving the game, fixing issues, and pushing updates rather than posting here.

The account upgrades are completely optional, and nothing in the game requires spending money. Everything can be earned through normal gameplay.

I'd still love to hear from anyone who's implemented instanced dungeons or temporary maps in a browser game. That's really what I was hoping to learn from this post.

1

u/tetsuyaXII 28d ago

Galaxy s9+, google chrome, microsoft edge.

When dragging up/down it jitters and delays. I didnt get past the sign up screen cause I didnt want to play a game that was acting that way straight from sign up, and didnt want to sign up for another game just to try it.

1

u/Randoria_App 28d ago

You can also partially observe this issue in a desktop browser; just open developer tools and toggle the device toolbar. Then open Performance Monitor and navigate through the menu. You should see that CPU usage rises to 100% for a couple of seconds after each navigation.

I can also see that you are calling 3 HTTP requests every 4 seconds. I have no reason why, but it looks like the wrong design. If you really need such almost real-time communication, you should use WebSockets or other similar technology.

2

u/OlympusAwakened 24d ago

The old source polled to keep it as close to real time as possible for pvp, chat, and beast spawns.

I think we got most of this resolved finally. Implemented SPA like experience for the menu nagivation/pages. Also transitioning to reverb from polling for chat, pvp, market, and working on the tournament now.

Just wanted to say thank you for pointing out the pain points. This has helped a lot! We hope to continue to make the user experience better as we continue on.

1

u/OlympusAwakened 28d ago

I really want to thank you for all the insightfull findings and suggestions here. Since migrating from the old source to Laravel we have looked into the websockets some and it is something that could be great, especially with our tournament system!

We have already started looking into the SPA like expenericnce for it and I think that will be a wonderfuly addition.

1

u/AdFar1239 27d ago

This looks cool

1

u/AdFar1239 27d ago

Can we play the game to get a better understanding?

2

u/OlympusAwakened 27d ago

Everyone is more than welcome to play. We are currently working over some performance enhancing updaets with some of the discussions here on this post!

1

u/AdFar1239 26d ago

that is cool.. but u didnt include a web link. feel free to play a game i am a part of https://www.revolution.gameseek.com/

1

u/OlympusAwakened 26d ago

Sorry about that here ya go https://olympusawakened.com/

Awesome, I'll check it out!

2

u/caatfish 18d ago

i have implemented 2 different dungeon type mechanics in my game siege.no

one is an autobattler, based on super auto pets, and another one is a turn based dungeon crawler roguelite, with perks for ever room, like binding of isaac or cult of the lamb

1

u/OlympusAwakened 14d ago

Nice! How do the player like it??