And so it’s over, after a long week of hard work to try to achieve some playable and fun game, we finally finished our entry for the 7DRL challenge of 2015:

Stygian Abyss is a procedurally generated first person action dungeon crawler; survive the legendary Stygian Abyss to find the Codex of Ultimate wisdom, a new adventure awaits you every time!

Features

  • A level generator inspired in Ultima Underworld
  • Explore the environment in a first person view.
  • 8 classes with different starting equipment and skills
  • 11 spells
  • 28 different monsters
  • Melee and ranged weapons
 

I worked with Slash for this challenge, he did an awesome work in the levels generator (Stygian Generator) as well as assembling all the pieces together and finishing the last touches for the game.

I was in charge in the development of the engine (we decided to reuse the engine for Britannian Underworld that I was programming) as well as the main gameplay like the combat, items and magic system.

The cover art was created by Talzhemir “Manda” Penumbra; drawn and painted specially for this game. She was part of the Ultima VI dev team. Thank you!

The music is Ultima IV “Dungeon“, from Ken Arnold. C64 version from the Videogame Music Preservation Foundation

The sound effects were made by Bart, from OpenGameArt.

Graphics come directly from the Ultima IV and Ultima V tilesets, with some tweaks and original tiles being made.

This project is non-commercial, made just for fun from fans to fans.

So what’s next

While the challenge is over and we delivered the game, there is a lot of things that we originally intended to add but in order to meet the deadline of the 7 days we had to cut them out, I’m planning on adding those features (and some more) in the next weeks.

I’m also planning on redesign most of the sprites in the game: add more colour, increase the resolution of the creatures, redesign some enemies to make them look bigger, etc.

I’ll post soon on the development of this.

Greetings.

Another day is over and the endline is comming really fast, in this day I worked a little more in the collision (mostly for enemies with instances) and some extra work with the texture rendering and management, I also added the potion and started to work on the magic system:

Finally, I worked a little more on the enemies AI, but I think I’m going to leave it like this for now:

Meanwhile Slash started to work on the dungeon generator system, I’m hoping to implement it very soon.

That would be all for this day.

Greetings.

Day 2 is over and things are starting to shape up, I worked on the collisions system and started to work on the AI of the enemy, right now is a very basic AI, if the enemy sees the player then go and try to kill it.

The player can now attack and kill the enemies, there is no death or hurt animation so the enemies flashes in red for a fraction of second:

If the enemy is close to the player then performs a melee attack, until the player is dead:

I still have a lot of work to do on the AI, and also i have to start to work on the general objective for each level of the dungeon.

Greetings.

I am working with Slash in a new roguelike for the 7 days roguelike challenge, we are reusing some parts of the engine that I’ve created in Britannian Underworld.

For this first day I chopped some code from the engine that aren’t going to be used in this game and also made a little scene for testing the new things:

Tomorrow I’ll work on the AI and items system, we haven’t decide yet what is the direction and scope of this project so I can’t give any more info yet.

Greetings.