So what I've been working on this month, a lot is a project called Crawle. Crawle is a randomly generated, survival dungeoncrawler sandbox game. I think so far I've put in well over 22 hours since Nov. 1st.
Information
So some of the things me and my graphics artist have put together are:
What I hope to do by the end of the month
Though I doubt I can get all of those done before the end of November, but, so far I've done quite a few of them, including the map generation system, account system and a day and night system and what I hope to complete is the main gameplay mechanics including combat, NPC AI, and make the map generation system as dynamic as possible.
Development Screenshots
Here are some screenshots of the map generation:
What I'm currently working on is NPCs and their combat, I've got them to half work, as seen here:
They do appear.. and move, the only problem is that they move together and with the player's camera.
By the end of the 60 hours I hope to release the 0.2.0 version of the game with multiplayer.
Development Log:
20/11/11:
- Went hard to work on NPCs, basically fixing them and then doing the combat and differentiating them.
- Fixed NPCs! Screenshot:
- Released a new version
21/11/11-29/11/11
- Made the game sidescrolling and then undid it.
- Created the basics of a sandboxing system.
- Livened up the maps with new seeds.
- Created more world options and merged accounts with worlds.
So yeah that's the end of my 60 hours and though I haven't finished it I can safely say I've created an amazing base for Crawle.
Information
So some of the things me and my graphics artist have put together are:
- Experience is gained in certain skills in order to make better things with that skill, the way you level up is through certain 'feats' and play time.
- Every so often the market changes, certain items can be sold for higher prices, etc.
- Dungeons appear after gaining a set amount of experience.
- Dungeons are for getting resources, items, experience, etc.
- Going without food will cause your character to become sick, diseases may also (randomly) develop on your character, increasing your death rate.
- Instead of creating your own NPCs, you find rare NPCs around the world which you can ask to join you in your village.
- You can build whatever you want out of certain materials.
- Rare artifacts are hidden beneath the world.
- Invasions from other creatures and races occur randomly, during these events, EXP (which is otherwise gained from skills, feats and play time) for killing monsters is up for grabs. Stealing a race’s Battle Standard will cause an immediate invasion.
[Below are a few mechanics, concepts and features produced from a meeting a while ago]
- Dungeons are portals in the overworld, each has their own theme.
- No level requirements for entering.
- There will be bars for hunger, health and sanity.
- Skills:
- Fishing
- Mining
- Woodcutting
- Cooking
- Crafting
- Crafting of various objects depend on their specific skills.
- There isn't really durability but if what you're trying to hit is really hard, it may break but is still repairable.
- Hardcore and normal mode. Permadeath on hardcore.
- Permadeath = restart on a new world.
- Health regains over time (0.5% per sec), low hunger drains health, potions are rare but found in groups of 5.
- There will be traps. Because Relly hates nature.
- Random events:
- Travelling merchants.
- Earthquakes. Random holes appear revealing new dungeons/caverns.
- Floods.
- Some settlements are hostile some are friendly, you will get invaded/attacked by the hostiles.
- Every so often the market changes, certain items can be sold for higher prices, etc.
- Dungeons appear after gaining a set amount of experience.
- Dungeons are for getting resources, items, experience, etc.
- Going without food will cause your character to become sick, diseases may also (randomly) develop on your character, increasing your death rate.
- Instead of creating your own NPCs, you find rare NPCs around the world which you can ask to join you in your village.
- You can build whatever you want out of certain materials.
- Rare artifacts are hidden beneath the world.
- Invasions from other creatures and races occur randomly, during these events, EXP (which is otherwise gained from skills, feats and play time) for killing monsters is up for grabs. Stealing a race’s Battle Standard will cause an immediate invasion.
[Below are a few mechanics, concepts and features produced from a meeting a while ago]
- Dungeons are portals in the overworld, each has their own theme.
- No level requirements for entering.
- There will be bars for hunger, health and sanity.
- Skills:
- Fishing
- Mining
- Woodcutting
- Cooking
- Crafting
- Crafting of various objects depend on their specific skills.
- There isn't really durability but if what you're trying to hit is really hard, it may break but is still repairable.
- Hardcore and normal mode. Permadeath on hardcore.
- Permadeath = restart on a new world.
- Health regains over time (0.5% per sec), low hunger drains health, potions are rare but found in groups of 5.
- There will be traps. Because Relly hates nature.
- Random events:
- Travelling merchants.
- Earthquakes. Random holes appear revealing new dungeons/caverns.
- Floods.
- Some settlements are hostile some are friendly, you will get invaded/attacked by the hostiles.
What I hope to do by the end of the month
Though I doubt I can get all of those done before the end of November, but, so far I've done quite a few of them, including the map generation system, account system and a day and night system and what I hope to complete is the main gameplay mechanics including combat, NPC AI, and make the map generation system as dynamic as possible.
Development Screenshots
Here are some screenshots of the map generation:
Tree generation:
Old seed generation:
New seed generation:
Old seed generation:
New seed generation:
What I'm currently working on is NPCs and their combat, I've got them to half work, as seen here:
They do appear.. and move, the only problem is that they move together and with the player's camera.
By the end of the 60 hours I hope to release the 0.2.0 version of the game with multiplayer.
Development Log:
20/11/11:
- Went hard to work on NPCs, basically fixing them and then doing the combat and differentiating them.
- Fixed NPCs! Screenshot:
21/11/11-29/11/11
- Made the game sidescrolling and then undid it.
- Created the basics of a sandboxing system.
- Livened up the maps with new seeds.
- Created more world options and merged accounts with worlds.
So yeah that's the end of my 60 hours and though I haven't finished it I can safely say I've created an amazing base for Crawle.