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!


  • 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.


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.


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.


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.


I though of making an update of the current status of my projects, lets start:

Britannian Underworld

The project now is on hold, I haven’t worked on it for about a month, the main reason is the art direction: drawing and animating sprites to have to look that we desire is not easy, we are planning on doing a funding campaign, but with our other projects this is something that will come later.


Aside from Underworld, I started to work along with Slash and Oryx on a new game: Lune, a simple fun RPG with procedural elements.

The look and feel of the project its like an old LCD screen with a resolution of 80*58 pixels:

You can find more info in Slash’s Blog:

3D Animations in Game Maker

Game Maker is a powerful tool to develop games in multiplatforms, it is focused primarily on 2D games but it also has a very basic support for 3D, before Unity and the other 3D engines became popular and accessible for indie and solo devs, there were some people (myself included) who tried to create games in 3D using Game Maker, but one of the biggest problems was that Game Maker doesn’t have any kind of support for 3D animation.

With the launch of Game Maker Studio, new options were open for 3D development (still not the best option for 3D dev) one of them being the option to create custom shaders, I decided to try again to make a 3D animation with game maker and started to work on a per-vertex animation system:

This project is almost done (Its just the scripts for animations and not a game itself) I should make a release very soon if everything goes fine.


Finally, I started a new project: its an RPG with roguelikes elements like the permadeath and procedural content, I will post more about later when the project reaches a better shape.

That would be everything for now.


Happy new year 2015!!

The year is off and the project is taking more time that I would like, we are still pending on receiving some drafts and first sprites for the enemies so that we can make a good version before launching a campaign on it.

I didn’t work as much as I wanted on December, the reason was the start of a new project (news on it later) and the fact that I also started to learn some 3D modeling. Anyway, this is what I got so far in the new version (It isn’t online yet):

So, the first thing is a debug console to aid my development, since I don’t have a map editor (and it can be really painful to set some details on Tiled) I decided to create a tool that allows me to modify the structure of a map and add new things in real time:

The next thing was the inclusion of a lifter type object, it will probably going to work most of the times by activating switches, but for now it’s just when you are next to it:

And the final thing is the support for 3D objects, for those details that just can’t be in a 2D sprite or painted on the wall:

That would be all for now.


It’s time for a new update, I’ve been really busy this November doing many different projects that made me put this as a side one, but it’s finally over I’m back to the project.

So what’s new in this project?, we are making some progress on the design part, Orlando which is doing the part of level designer created a sketch for the first map of the level but since it was on sketchup I wasn’t able to port it without creating so much problems, so I decided to port it to Tiled and then load it into the game:

And this is the result in the game engine (I still have pending to populate it with items and stuffs):

I also did a lot of work in the rendering part so the game should run faster now:

The other change I did was the inclussion of slopes and different ceiling heights for one map:

That would be all for now, I have a lot of plans for features to include to the engine and I will try to be really productive this December with this changes, you can check the new versión in the link below:


It’s been almost two months since my last update, I am still working on this project, but the progress is been a bit slow due to personal reasons, however I will return full time on December once I finish the rest of issues I have right now…

I added the sprite font system so I could display messages in the console and started to implement the actions the billboards used to have in the raycasting engine, they can have animations and can have different kind of actions after the player press enter or click on them:

There are also switches now that allow to open doors that are blocked and objects like keys that you can pick up:

And finally there is a very simple instance of enemy which for now only displays a animation of moving.

On the graphics direction, we are doing some quotations in order to hire an artist to build the whole art, we are also discussing about what tools to use (like tiled or sketchup) to create the maps for the game and trying to make it easy for the users that want to create content.

you can try the current version as always in the next url:


I’ve been really busy since my last update doing things for work and other projects but this game is still my major focus, the advancement is still slow because of the lack of an artist, but we have some advancements with the musicians and the design ideas for mechanics.

I implemented the interface (which is still just a placeholder) to the new WebGL game, I added the angled walls and finished their collisions, added the new doors (which works as 3D objects (we’re thinking on implementing other kind of objects later)) and also I added the billboards to the game I still need to add the enemies, items and the spritefont system to reach the level of my previous engine, I will (hopefully) work on it this week:

You can try the current version (has the samples themes from Catarelli) in the next url:

It’s been a while since I updated about this project and the reason for that is that we’ve been discussing about the design direction that the project should take. That’s because we haven’t been able to find a pixel artist to join the project.

I’ve been working on the raycasting engine adding more stuffs and correcting more bugs, and while the game runs in a very smooth speed I feel like we are working on its limit, not only that, but in some computers the game runs below the 30 fps.

Also, discussing with our level designer I came to the conclusion that there were more interesting things that I wanted to add (like different heights) and if I code that into the raycast engine than the project would start to crash, so taking this as a excuse (and the fact that most of the work is done in the rendering code rather than the game logic code) I decided to rebuild the project using WebGL.

these screenshots are the work of just 2 days (WebGL really makes things a lot easier) and most of the work again is done in the rendering part, so it will change during the execution of the project:

And about the SAN3DE project I will use it hopefully to develop a more simple game (like an action roguelike or something like that) probably in 2015.