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The Dawn Age - Development Journal

Small Progress

Posted by , in Development, Art Overview 17 April 2013 - - - - - - · 765 views
roguelike, game, rpg, development and 1 more...
This week I've worked on: core gameplay mechanics, AI, editor tools and other stuff. I don't have much to show this week, since I replaced all the placeholder environment with colored blocks(it looks ugly) to do some tests.

The gameplay mechanics that I have implemented this week:

Game system. This system controls the entire game(managing entities, entity turns, etc).
Entity movement.
Basic combat.
Key/Door system.
Chest/Treasure generation.
Item/Equipment system. There will be blessed and cursed items. The current system already supports random stats generation.
Monster generation.

For the AI, I created a system called AI Blocks. This allows me to create generic enemy behavior like patrol, hunt, attack, flee.... Each one of these are basic AI Blocks that I can put on the enemies or extend them to create more specific behavior.

Art Section

The concept artist, Jonathan Arnold, created two new creatures.
Goblin Mage
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The Blob
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Ghislain Girardot started the modeling of the Goblin Mage.
Goblin Mage Preview
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Every dungeon will introduce 5 new enemies(6 if count the bosses). Some dungeons will have some previously introduced enemies in addition to the 5 new ones.

Next week I will work on visual stuff(UI, First Person Hands, animation setup, etc).

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The Dawn Age - Dungeons!

Posted by , in Development 06 April 2013 - - - - - - · 592 views

Hi, I’m Cássio Eduardo Ferreira da Cunha a 21 years old programmer, game designer and founder of this company(Dumont Studios), based in Brazil. This is my second blog post, if you want to know more visit my blog: http://www.dumontstudios.com

Yesterday I finished the dungeon generation. I've never worked on a dungeon generation before, so I had to think for a while and write down what I needed. It ended up working perfectly and have a lot of parameters that I can change to customize the dungeon.

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This is a "mini-map" view of the dungeon.
Blue - Walkable.
Yellow - Door.
Red - Wall.

There are 4 types of areas: corridors, rooms, locked rooms and secret rooms. The secret room don't have doors, you may have to break the wall(if there is a crack) or pull a lever.

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This is the dungeon generated above. The environment is placeholder, but we will get there eventually.

Next week, I will focus on core gameplay mechanics and pathfinding. Bye.

April 2013 »


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