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Keep everyone up to date on our game development process and other stuff.

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Small Progress

[color=rgb(51,51,51)][font=Georgia] 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. [/font][/color]

[color=rgb(51,51,51)][font=Georgia]The gameplay mechanics that I have implemented this week: [/font][/color]

[color=rgb(51,51,51)][font=Georgia]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. [/font][/color]

[color=rgb(51,51,51)][font=Georgia]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. [/font][/color]

[color=rgb(51,51,51)][font=Georgia]Art Section [/font][/color]

[color=rgb(51,51,51)][font=Georgia]The concept artist, Jonathan Arnold, created two new creatures. [/font][/color]
[color=rgb(51,51,51)][font=Georgia]Goblin Mage [/font][/color]
[color=rgb(51,51,51)][font=Georgia] [/font][/color]

[color=rgb(51,51,51)][font=Georgia]The Blob [/font][/color]
[color=rgb(51,51,51)][font=Georgia] [/font][/color]

[color=rgb(51,51,51)][font=Georgia]Ghislain Girardot started the modeling of the Goblin Mage. [/font][/color]
[color=rgb(51,51,51)][font=Georgia]Goblin Mage Preview [/font][/color]
[color=rgb(51,51,51)][font=Georgia] [/font][/color]

[color=rgb(51,51,51)][font=Georgia]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. [/font][/color]

[color=rgb(51,51,51)][font=Georgia]Next week I will work on visual stuff(UI, First Person Hands, animation setup, etc). [/font][/color]

[color=rgb(51,51,51)][font=Georgia]BONUS: [/font][/color]
[color=rgb(51,51,51)][font=Georgia] [/font][/color]




The Dawn Age - Dungeons!

Hi, I'm Cassio 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: [/font][/color]
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. [/font][/color]

This is a "mini-map" view of the dungeon.
Blue - Walkable.
Yellow - Door.
Red - Wall. [/font][/color]
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. [/font][/color]

This is the dungeon generated above. The environment is placeholder, but we will get there eventually. [/font][/color]
Next week, I will focus on core gameplay mechanics and pathfinding. Bye. [/font][/color]



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