This has been quite the productive week, I worked on more mechanics for the town and finally started working on the dungeons, here’s what I did:
This Week’s Highlights
- NPC Dialog System: Players can now talk to NPCs. While it’s not as complex as Ultima IV, NPCs provide hints that may help during the adventure. I’m still wondering on how complex should I do this system, I’m trying no to do the game just following the standards but just what I like to see and do in RPGs.
- Merchant Interactions: Talking to merchants now opens the store UI, allowing players to buy and sell items.
- Shops:
- Added specialized weapon shops and armor shops to towns.
- Each store offers a selection of items for players to purchase.
- Item Requirements: Equipment now has stat requirements, meaning players must meet certain conditions to equip specific weapons and armor. I might also add a class requirement down the line, I’m not sure yet.
- New Command: ‘D’ for Drink:
- Pressing ‘D’ opens the potion inventory.
- Healing potions now restore hit points when consumed.
- Dungeons Begin!
- Added dungeon tiles to the overworld.
- Implemented first-person rendering for dungeons, for now the player cannot move in them, but the rendering was the difficult part, now I can focus on all the mechanics in there.
- The dungeons are going to work like in the early Ultima games or like in Dungeon Master, I have some ideas of how I would make them interesting and unique.
Screenshots and Previews
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What’s Next?
For next week, I’ll continue expanding the dungeon system by:
- Implementing movement within dungeons.
- Adding doors, and interactive elements.
- Creating dungeon encounters and mechanics.
The addition of dungeons marks a huge milestone for Solivium, and I’m excited to keep building on this foundation. Stay tuned for next week’s update!
Thank you! I really appreciate the kind words. I wanted to keep character creation intuitive while still offering depth, so…