QUANTUM QUEST: MERGE DUNGEON
For those that don’t know, as most of the news has been dropping on my own site, Tellest, we’ve released a card game a while back called Quantum Quest. That’s not the only thing we’ve got cooking for that brand. We’ve been working very hard on our first video game for the past few months. Quantum Quest: Merge Dungeon is a game that’s got the specifics in the name. The objective is to merge monsters for the dungeon master. In doing so, you make them stronger, and more valuable to the Living Dungeon. Originally, it was a game that strictly adhered to the merges, and the need to see what monster you were creating next, but it evolved to also include a pretty cool arena, where you’ll see the adventurers from the card game, done up in an entirely new style—yet still with Sergei at the artistic helm. We’re also adding awesome support in the form of our programmer, Jordan Hoover, and our composer, Dakota Pawlak. We’re so close to putting together an open beta where people can actually play the game on their own computer, and give us feedback as to how to make the game play better, and what else they’d like to see.
You don’t too often see me (or people in general) mess with things like game interfaces, but I thought that was precisely the reason it would be cool to see how all the individual pieces come together in order to make something that looks great as a whole. Check it out:
In order to make Merge Dungeon work, we needed a place to put our monsters. Sergei hooked us up with some great looking tiles.
We also needed a place to summon the monster crates that our monsters come in.
And of course, here is one of those crates.
We needed some buttons that would take you to different places in the game (in this case, the shop or settings pages).
Here we have the trusty experience bar.
And we also have the monster essence bar.
While we had a mostly black background during the design process, we wanted to make sure it didn’t just look like an empty room, so we added some walls at the top.
And finally, we wanted to experiment with a monster hand as a cursor.
When you put it all together, you actually have something that turned out really cool:
Even at this point, it doesn’t really sell the idea as much as it could. That’s why in a few weeks, we’re going to show you the first set of slimes—the monsters from the first room of the game. Stay tuned!
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