weekly update #1

Had a quite productive week,

Changes in new version:

- dungeon generator improvements (more versatile maps)
- changed camera view,
- new monster (bat)
- improved animation system
- doors added
- pathfinding improvments
- stone walls and floor updated
- optimization and bugfixes

you can see the changes in action here:



Right now I'm aiming for first playable version. (Current version is lacking experience and save/load profile as well as some additional content to make it little bit less boring)


So i feel like it is time to introduce you the game i'm making in my spare time.
It's my first game ever as a programmer (excluding simple practice project like pong/tetris etc), a learning project, and also the game i always wanted to make, and yes - you guess it, it's RPG. But a simple one :)


Some bullet points about the game:

- 3d top-down graphics with oldschool spirit.
- realtime/turn based hybrid - If you're constantly moving everthing seems real time, but when you take time to think, the game show you it's turn-based core.
- as much user friendly ROGUELIKE as possible (very simple controls, simple systems)
- heavy inspired by classic cRPG games like DIABLO 1 and roguelikes like NETHACK.
- crossplatform profiles (play on your PC, then switch to your iphone and continue your adventure).
- infinite randomly generated dungeon with perma death. Go as low as you can!

What I have so far:

- realtime/turn based hybrid time system.
- basic randomly generated dungeon system.
- basic combat mechanics
- basic inventory system
- basic loot system
- interactig with map
- a* pathfinding (needs some tweaking)
- destroyable walls system (this was a pain to write, as i wanted "smooth corners" on the walls)
- level manager (endlessly go up/down)
- autorig scripted in MAYA, so i can rig future characters in much faster way.
- main character with some simple anims.
- basic system for character appearance

whats still missing:

- FOG OF WAR system
- monsters, a lot of them
- items, a lot of them
- improved dungeon generating system, so it will create more versatile maps.
- various assets
- chests/containers
- improved combat system (ranged weapons, spells)
- experience and level up system
- UI
- town/shopkeepers
- crossplatform profiles
- JUICE - polishing, particles etc.

You can see actual state of the game in this video:



A lot yet needs to be done and it's still looks like crap, but getting there slowly :)

weekly update #1

Had a quite productive week, Changes in new version: - dungeon generator improvements (more versatile maps) - changed camera view, - n...