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    I wanted to start this site by talking about my latest game development project, “Quest For Immortality.” This is a first-person RPG inspired by classic dungeon crawlers like Ultima Underworld, Daggerfall, and Might and Magic. It’s a game that merges the deep exploration of these titles with the unpredictability of roguelike elements found in games like ADOM, Nethack, and Caves of Qud.

    Roguelike Meets Retro RPG

    I’m aiming to create a world filled with procedural dungeons, intense combat, and a sense of exploration reminiscent of those early RPGs. I also want to include some elements of roleplaying and life simulation. I’ve always been fascinated by the potential of all the features in Daggerfall—ever since I played it back in 2007, I knew that this was the ultimate project I wanted to make.

    2.5D Sprites in Pixel Art

    The game’s art style draws from my love of pixel art and retro aesthetics. I’m taking inspiration from the gritty 2D sprites of Ultima Underworld. I’ve tried working with 3D models, but this style resonates with me creatively.

    Why Godot?

    Choosing Godot as the engine for this project was an easy decision. Not only do I enjoy working with it, but its FOSS (Free and Open Source Software) nature aligns with my development philosophy. Godot’s flexibility allows me to craft complex mechanics while giving me the freedom to modify the engine if needed. It’s been great to see the progress I’ve made using it so far.

    The Challenges Ahead

    I’m well aware that building an open-world game with procedural dungeons is a huge undertaking, especially as a solo developer. Keeping track of every detail and ensuring that each playthrough feels unique is no small task. However, this challenge excites me. I’ve already had some experience with projects of this scope, including Stygian Abyss, which I co-developed with Slash for the 7DRL (7-Day Roguelike) Challenge back in 2015.

    Current Progress

    So, where am I now? I’ve implemented basic combat mechanics and am currently diving into the inventory system and item interactions. It’s a crucial step in bringing the dungeon-crawling experience to life, allowing players to manage their resources and gear effectively.

    That’s all for this first update! I’ll be sharing more of my journey as I continue working on Quest For Immortality. Stay tuned for more development insights and progress updates.