A downloadable game for Windows

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My first ever project that I've spent some real time on. 4 months as an upcoming solo dev, I have learned so much and emptied my whole time and imagination into creating this project. I present you, the very early testing of - Dungeon Run: Rise of the Goblins. Made 100% with blueprints in Unreal Engine 4, it has quite some content waiting to be dwelled in! Choose either to play the Storyline or if you are feeling brave, jump into the Random Dungeon mode.

Dungeon Run: Rise of the Goblins is a third-person singleplayer dungeon crawler/RPG/fantasy game where you play as a greedy Goblin and seek to reach the Sky Dome. To get to there, you must break through the chains of Ragazor and destroy the entities crawling in the dungeons while the realm you are in is getting corrupted by their servants. You can select to be either a goblin warrior, gladiator, or a warlock. 

Explore procedurally generated dungeons while testing your luck opening chests, hoping for juicy loot. Fight the leaders of Ragazor while the fights get more and more advanced as you progress. Feeling tired? Go on a chill exploration session, just beware of the creatures in OR out of the dungeons. Wildlife included.

Of course this is a very early testing build and the storyline is not complete yet. I tried to make it sound as good as I could! However I slowly need to get back into work so I decided to share this project here. So what are you waiting for? Download the zip and enjoy the content. Feel free to let me know what you think about my solo-work on this project. I appreciate every feedback.

Possible bugs/issues in this build:

  • Bow cooldown on warrior/gladiator can get bugged (just display, no effect on gameplay)
  • Current build does not save mouse settings (sensitivity/invert mode). Everything else gets saved as intended.
  • The warlock class is not really stable, however I decided to make it playable just so it can be experienced!
  • Looting Explosive Potion from the ground can be a pain in the ass sometimes. 
  • Random dungeon mode is W.I.P however it is somewhat stable in this build. Maybe some random bosses might not behave as intended.
  • Objective system is early W.I.P

Final note:

Nothing you play is final in this build. It's the first ever Early Testing build I'm releasing. There is so much room for improvement and content, and I'm happily open for any feedback!

Download

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Click download now to get access to the following files:

dungeon-run-rotg-windows.zip 1 GB
Version 1

Development log

Comments

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Hi, I found you on a thread "Saving/loading Object Arrays after game quit/restart?". I'm building an inventory system using uobject as container as well. Do you mind sharing your design of your inventory data structures and design. Any method to contact you if you're willing to help a new UE developer? thanks

Hi Lola! It's been quite long since I've worked on this project, and the code for the systems in this project were not up to par. Currently, I've improved a lot! I could try to explain a simple way of doing it, but making an inventory from scratch is not easy at all. I'd recommend following guides online, and even perhaps on Udemy. Currently, I'm working on an inventory system for the Unreal Marketplace. I've been working on it for ~2 weeks now.


Sadly you cannot save Objects. However, you can convert the object's data (the variables it holds) to a struct, then save the struct. When loading, you can load that struct, break it, and create necessary objects using the data saved inside your struct. You can also add me on Discord (@isikdev), I'll try to guide you a bit.

Many thanks for your reply. I have built inventory systems using uobjects, structs, maps, arrays. The core concepts are not difficult but Indeed very tedious, because so many moving pieces. But I simply can't use other people's system, especially built in blueprint.  For saving, I've also found out it's not easy. I could serialize objects myself and saved it then convert ited back. I can't believe, common game sub systems like inventory is still so hard to build.

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Bastante bien, aunque es un poco molesta la poca luz. Seguiré probándolo 

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Muchísimas gracias. Asegúrate de usar tu linterna. Después de algunos niveles, sales de las mazmorras. También en una actualización futura agregaré un control deslizante para la configuración de la luz.