I’ve wanted to a dungeon crawler forever but haven’t had the skills for actual, like, assets or anything so I hadn’t bothered. But, I started working on an engine for one in mid-January and HERE WE ARE!
I’ve been posting some WIP clips on Twitter, once I got it beyond ‘roaming around in a dungeon’: you can see a video clip here:
March 3rd status was that I had basic combat working. From then, I added a skills system…
This ended up being quite a lot of work, mostly on getting the targeting flow for the user interface playing nicely with every nonsense thing the user would want to do.
Everything’s defined in XML! Easy modding! (note: subject to change)
Video clip of combat all working here:
At this point I needed proper text substitution for more text, so I figured HEY LET’S GET LOCALIZATION WORKING.
Little clunky syntax on the early versions, but it totally worked.
In game, too! Font was chosen at random and is absolutely not final in any way.
All text is exported from the source xml files into easy-to-edit TSV files which you can load up in any random spreadsheet program in order to do horrible things to them.
Finished::: (updated: april 6th)
- Three-tiered program structure: Static data -> Game data -> UI. Each is completely decoupled from the rest.
- Event-based communication for all modification of game data. No direct edits allowed.
- Fully moddable XML-based structures for all static data. This includes map layouts, scripts, classes, characters(player and enemy), text, etc.
- Combat system with full support for Etrian-style reactive support skills, so you can do more interesting and complicated things than just “x hits y!” and buffs.
- UI is completely abstracted from the game flow and responds to event flow, so entire game is easily reskinnable to look like whatever.
- All abstractions are done in sensible ways for easy rewriting, if needed. Want a new combat engine? Replace the event hooks, done! Different UI? Very simple APIs used to split up the various screen components!
- Can play a full set of combat, finish, and go into the camp menu to use skills/items to heal yourself! THIS WAS A LOT MORE WORK THAN IT SOUNDS
- 4/6: Asset preprocessor chunks big textures up into manageable pieces, which are drawn independently, to save on texture space.
- 4/6: Full event-based scripting system for events, with branching. Works in and outside of combat.
- 4/6: Simple dialogue/portrait system, so we can have our totally-not-visual-novel part work.
- 4/6: Enemy artwork in game.
Currently working on:
- Effect animations.
- Battle arenas.
- Finishing up the abstraction of damage algorithms so they are easily scriptable by the game itself.
Exciting! Please look forward to it. Go ahead and ask anything, at any rate.