Vee Rethak - Deep Under The Mountain
A downloadable DUTM for Windows
Vee Rethak - Deep Under The Mountain
IMPORTANT : The current level is generated every time you go down a level (including the first time you pass the outside door). This can take some time, depending on your CPU and RAM! So far the game never crashed for me at THAT particular point, so just wait a bit more, even if it looks like nothing is happening!
The ~new~ version uploaded on January, 15th is exactly the same as the previous one from the 4th. People were not sure about the 7z format, so I recompressed it using zip instead!
VERSION : 20170104a2_4
This is the last alpha 2. Next one will be a3.
- added a shield
- added a back-scabbard
- added "room" requirement on items
- added "room" restriction on scabbard
- added level files
- added distance rule for safe-tile choice
- tweaked the dash teleport and stamina requirements
- tweaked all AIs
- tweaked the nav agents
- modified the wall textures
- fixed the texture tiling on long corridors
- ALL objects are now semi persistent. If you take a sword on lvl0 and drop it on lvl2, it will then be on lvl2 instead of being respawned continuously on lvl0.
- code cleanup
- Better damage control on the NPC.
- Two hand fighting (press the trigger to make a fist)
- no more stupidly tiling textures
- slight changes to the lighting
- sword in front of the dungeon. Still trying to decide whether to keep it or not.
- semi-permanent dungeons. Dead monsters will stay dead and empty or opened chests will stay empty or just opened it you return to a previous level, provided you didn't die in the meantime (or exited the game)
- Dash now works with both controllers
- Dash Speed decreased (Tell me if you experience discomfort!)
- to counter the lower speed, the player's stamina has been increased. You can now dash full distance a lot more times!
- New monster. I called it "The Wumpus", as it is pretty much how I envisioned one when I played the text absed game :) It still has a couple of problems : it can get stuck, and whether his attacks connect or not seems to be inconsistent. It is still quite fun though.
- Changes to the overall AI, most of them are "under the hood" though.
- Added a debug sword right at the entrance of the dungeon, until I finish the H2H combat. You are welcome ;)
an openVR supported VR Headset with tracked controllers. At the time, this means either an HTC Vive or (probably)
an Oculus Rift CV1 with Touch Controller setup for room scale, 360 degrees tracking. "Probably" as I have no CV1, let alone Touch Controllers.
The only environment I was able to test the demo on is : Windows10, i5-6600K, 16GB RAM, ZOTAC GTX1070 AMP!, HTC Vive.
I am *very* interested to know how it runs under any other constellation, so I would really appreciate any feedback!
Use the touch pad on either controller to dashforward.
Use the grip buttons to grip and release weapons.
Press the trigger on either side to make a fist with *empty* hands. When making a fist the hands act as weapons.
Release an item in one of the two spheres around your hips or behind your head to sheathe it. Shields can only be released behind your head!
HOW TO PLAY
Find the door on the other side of the bridge, touch the door handle to get into the dungeon, kill monsters and collect gold.
There is a sword on the first level and a shield on the second. You can randomly find new ones if you go deeper. Dual Wielding is supported!
The deeper you go the more monsters you will meet. Currently there are only two types.
If you get attacked by a spider and die right away, just reenter the dungeon, as the mob placement is random!
The sword is ALWAYS in a room and ALWAYS on the first level. If you can not find it but find the door to the second level, you can go down and get the shield first! But try to get a sword at some point in the not too distant future!
If you teleport too fast too far you will get exhausted and you won't be able to teleport far. Wait a couple of seconds to regain you stamina.
The layout of the levels is procedural and random. Every play-through will have different levels (although, for now, they all have the same ugly texture, incl. seriously ugly tiling on long corridors.)
The harder you hit, the more damage you do.
Mobs have "soft spots" where you can deal more damage.
They also hear quite well, especially stupid folks who run full speed along corridors and bump their heads on walls.
This game is still heavily in development. It is by far not feature complete nor is it expected to be bug-free at this point. People who played it seemed to enjoy it so far (except for the arachnophobe who just went full foetal), but keep in mind that the game will probably crash on you.
Extract the archive somewhere, double click dutm.exe, put on your headset and power up the controllers. Be prepared to flee right away when you enter the dungeon!