Latest Update: 29 June 2014
As a side project, I am developing a game prototype with the following overarching goals:
- Continuous World (no loading between levels/dungeons)
- Fog-of-war (line-of-sight is blocked from areas the player cannot see)
- Random Dungeon Generation (allowing infinite exploration)
- Persistent State World (players mark is left on the world)
Looking toward the future (possible Steam Greenlight and/or Kickstarter) I’ve begun considering various options for themes and licensing as well. This could be Dungeons & Dragons (thinking new 5e opportunities), Pathfinder, Call of Cthulhu, or similar. If you’re a license holder and see potential, please contact me.
In other news: I recently read an article title Three Dungeons & Dragons Video Games That Need To Be Made. It is a good list, but I think the one that is missing for me is a random dungeon crawler that actually feels like you’re exploring an old grid-based dungeon.
Development Journal
Day 6 & 7
- MAJOR improvement on how individual voxels are handled creating a seamless transitions within level data
- Various improvements to level load/save (again, ensuring seamless loading)
- Addition of Terrain (Hills and Mountains)
- Dungeon entrances are now within caves
Day 6 – Terrain and Caves
Day 5
- Continuous world implementation (infinite).
- Automatically save and load level data.
- Line of sight fixes
- Performance enhancements
Day 5 – Continuous World
Day 4
- Modification to use code from AD&D 1st Edition – Appendix A: Random Dungeon Generation
Day 4 – AD&D 1st Edition
Day 3
- Added earth and rock materials.
- Fixed line of sight issues.
- Fixed performance issues.
Day 3 – Earth & Rock
Day 2
- Performed some major refactoring of C# code
- Added doors
- Added the ability to perform generic actions (in the case of doors – open/close)
Day 2 – Doors
Day 1
- First concept, quick prototype.
Day 1 – Initial Prototype