Victory lap time. I am right on track with my week’s goal of a playable prototype. It came at the cost of some tremendously ugly code, but I hacked together a playable demo that gives a solid impression of what the game will become.
The whole procedural level thing was an experiment. I built this prototype to prove the concept to myself–and I think it really works. This is is going to bring the ground combat of Soulcaster to a new level. See for yourself:
First Prototype Features
- Fully navigable maze of 25 rooms
- Permanent shortcuts where you go the long way first
- Each room is randomly sized and decorated
- Monsters seal you in for combat
- Rooms give you a prize when you slay all the monsters
- Room’s difficulty depends on distance from the dungeon entrance
Second Prototype Goals
- Desperately needed code cleanup, to make it easier to author patterns
- Slotted inventory system for summons
- More logical room prize system (currently just randomized)
- Room layout types, such as symmetrical, diagonal inversion, long hallways, treasure rooms, etc.
Follow the project on Twitter! @SoulcasterGame
Comments and feedback is always appreciated.