First Prototype Complete

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

  1. Fully navigable maze of 25 rooms
  2. Permanent shortcuts where you go the long way first
  3. Each room is randomly sized and decorated
  4. Monsters seal you in for combat
  5. Rooms give you a prize when you slay all the monsters
  6. Room’s difficulty depends on distance from the dungeon entrance

Second Prototype Goals

  1. Desperately needed code cleanup, to make it easier to author patterns
  2. Slotted inventory system for summons
  3. More logical room prize system (currently just randomized)
  4. 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.

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