Here is my RIAB version for a dungeon crawler:

Immerse yourself in the fascinating world of Greek mythology and experience the legendary battle between Theseus and the Minotaur like never before! Welcome to Labyrinth - Wrath of the Minotaur - the ultimate dungeon crawler adventure!

Embark on an epic journey through a Labyrinth full of secrets, dangers and unpredictable twists and turns created by the ingenious master builder Daedalus. Take on the role of the brave hero Theseus, whose destiny it is to defeat the dreaded monster and free his fellow human beings from its reign of terror.

Roam the dark corridors of the Labyrinth, where Daedalus has hidden traps and secrets to stop intruders. From refined pitfalls to bewildering labyrinths, Daedalus has used all his cunning to test you. But don't despair, because you can also win the favour of the gods! Fulfil their tasks and gain new abilities and powers to aid your mission.

Use your skills to avoid traps, solve puzzles and defeat powerful enemies. Collect weapons, armour and magical items to improve your skills and prepare for the ultimate showdown with the Minotaur.

With hand-made maps, thrilling gameplay and a captivating storyline, Labyrinth - Wrath of the Minotaur takes you into a world full of myth and adventure. Are you ready to prove your bravery and defeat the monster? Dare to enter the Labyrinth - the legend is waiting for you!


Illumination effects
Even though there will be very few light sources in the labyrinth, they should contribute as much as possible to the overall atmosphere. That's why I wanted them to appear as natural as possible.


Beware of traps
Daedalus has peppered the labyrinth with dangerous traps. Here, for example, is the poison gas trap


First look at the combat system
The combat system consists of real-time battles in which various skills are used. Here, for example, it is a healing spell.

5 days later
20 days later
20 days later


Weapon wheel implemented
To maximise the immersion in Labyrinth, I have implemented a weapon wheel to equip and change weapons.


Encyclopaedia - Book of lore
Encyclopaedia will play a central role as a book of lore in Labyrinth. Here the player can find out about the quests, the skills acquired, the deeds to be performed for the gods, as well as background knowledge about the creatures of the Labyrinth. The encyclopaedia is rounded off with statistics on the player's success


Added status effects
Different enemies or traps now trigger a status effect with a percentage chance. In the example shown, the spear trap causes a bleeding effect that can be cancelled with bandages.

Improved character inventory/equipment widget (WIP)
This is a first look at my approach to sorting the items in the inventory according to the types of weapons, armor, tools and consumables. The aim is to set the items on the weapon/equipment wheel and in the quick slots and to obtain details on all items.


Ability selection to support the preferred playing style
At the beginning of the game, the player can choose a special ability to accommodate possible preferences in play style.

6 days later

Eines der ganz großen Perlen in Riab ich bin Wahnsinnig gespannt und freue mich, wenn ich es zum erstenmal daddeln darf.

2 months later

Pajamo nice!
he would be even cooler if he was a bit thicker, especially in the head, neck and upper body

Thank you for the suggestion. I will adapt the model a little in this respect.

    5 days later

    Labyrinth - Wrath of the minotaur
    PaJaMo Hi I am totally new to rpginabox, Never made a game with Voxels ever
    liked your great looking characters best I have seen, did you make them in rpg
    in a box.

    I have made many games on 3d with unity and Game Guru Max, but like the
    idea of Voxels.

      ozziedave
      Hi ozziedave, welcome to RPG in a box. Thank you for your kind word about my character models. I created them all in the voxel editor of RPG in a box. They consist of objects for the main body parts like head, body, upper arm, forearm, hand, etc. (see picture 1) . To make the body parts look a little more organic, I used the marching cube option for the mesh (see picture 2). Attach points are then used to “assemble” the character models. As each attach point can be moved very precisely, very smooth animations are possible (see picture 3). I hope this helps you.

      pic 1

      pic 2

      pic 3

      Hi Pajamo thank you for your prompt reply, and images, as I said before your Voxel characters
      really impressed me, as against those big blocky characters that most people create.

      Could I buy an actual character to place in my rpginabox so that I can see exactly how you did it
      I would not use it in any game I made, I just make games for myself as a hobby anyway.

      Will you be selling your finished game, if you do I would be happy to buy it.

      Cheers ozziedave