Prototype for Dungeon Crawler
Superbuzzed GameDev DK30 Fall 2022 2 2
Description
I’m taking this DK30 to finally put to code an idea I’ve been brewing for a 2D dungeon crawler with immensely detailed, hand crafted dungeons, and with an emphasis on meaningful interactions and storytelling for both combat and non-combat encounters. My end goal is to design a single dungeon, implement the mechanics required to traverse that dungeon, and to have a prototype I can test and receive feedback on.
Recent Updates
So, time for a final update!
Managed to get about halfway through the combat system before the end of DK30. Between work, being a father, and selling a home, I had less time than I thought I would to code and create.
i’ve got the momentum going to keep working on it, though, and that was honestly more the goal than finishing a game in 30 days. Starting a project is always the most difficult part, but now that I’m in the thick of it it’s easy to be motivated to dive in every day I get the chance. So with that, I consider this a task failed successfully.
Thank you to Day9 for hosting the DK30, and giving me way to push out of a rut, and dive back into a hobby I enjoy. I’d probably still be just moseying on codeless without it. Cheers to everyone else who checked out the project, hope everyone got as much out of their endeavors as I did. :)
Hey everyone, small update!
My daughter is recovering from her first ever cold so that’s taken most of my attention this week. Didn’t get much done the last few days, but was able to put a few minutes towards the combat system today, so progress at least.
Posting from my phone, so no screens today. Changing the scope a little, with my new goal having all the mechanics complete by the end of DK30, with content to be completed afterwards. That should be achievable, but hey, if not, at least lots of learning is happening. That’s a win. :)
Anyways, I’ll update again when I can next week. Thank you again for stopping by!
Friday update! Not a whole lot to add, but do have the map in!
The highlighted card is how you navigate the dungeon. Each room will have a node represented by a card, and you traverse the dungeon by flipping these cards. I know the card pictured is super ugly and doesn’t mesh with the map look, and already am working on a better image. Next step is to make the screen scrollable, and fill out all the event cards. Also, while the map has the general feel I want. it needs a little work to get it looking how I want it to.
Monster tokens still pending. I keep going back and forth on how I want all the information to be placed. Will likely have the ideas finalized for them once I finish the combat mechanics, and be posting some token images then.
I’m probably about two days of work behind, just due to life and all that jazz, but happy with the progress. The fact that ANYTHING is happening is better than I had been doing, so even if it isn’t pretty, it’s something. :)
Tuesday I’ll have a chance to catch up, and will be posting my next update likely late that evening. As always, thank you for checking out the project!
Wanted to update yesterday, but the day got away from me.
About a day and a half behind, but in a good spot. Spent some extra time optimizing my code, so it’s much easier to code scenes and transitions, and the next few days should go fast enough to catch up. Not much so far, but at least I can show you the first scene!
Nothing crazy so far. The continue button works and cycles through several pages of test text. (Pygame doesn’t come with button functionality, so that was fun to get working!) The text automatically resizes and centers to the pages, so I can update and change text quickly. Art isn’t great. but I never claimed to be an artist, so I’m happy with it.
Still working on getting the monster cards made. Honestly haven’t touched them since my initial planning, so they will probably be next. Dungeon is drawn out and I’ve got ideas for each event, though still plan to flesh them out a little more, so that’s probably 80% of the way there. Player and dice roller are implemented, but are not used yet.
This first week has been a blast! Alot of the work so far has been under the hood functionality, but hopefully have some more visual content for Friday’s update. Thank you again for taking the time to read through!
Hey Everyone! Friday update!
Got the infrastructure for my game all set up, including the dice roller. Also have most of the UI elements for the first few scenes drawn up, so next step is putting them together. No major snags yet, so hopefully that continues. :)
The dungeon layout is almost complete, though I’ve only fully planned out a couple of events. I have also planned out my enemies and begun work on their tokens, but none are complete yet.
Not much to show off image-wise this week, unless you like pictures of code. Next update will be Tuesday, and I should have the first screenshots then. Thank you for checking out this update and look forward to showing off some work soon!
Pre-Project Update
Hey Everyone! Thank you for popping in and checking out my DK30 Project!
Been doing a little bit a pre-work to get ready for this project the past couple days, mostly just setting up my tools. I’m going to be working in python, using pygame. I’ve made much simpler games using pygame before, and between the languages I know, its the one I can work in the quickest. I’ve also started some work on basic UI elements, but nothing worth showing yet.
While this is a gamedev project at its core, and I fully intend to finish the prototype, the primary reason I’m doing this is to brush up on my coding skills before i get back into school. So long as I can get that practice in, I’ll call this DK30 a success. :)
If you’re still reading, wish me luck! I’ll update again Friday with some actual gamedev stuff!
Estimated Timeframe
Oct 19th - Nov 18th
Week 1 Goal
Basic UI Implementation and Transitions
- Introduction Screen Detailing Premise and Core Mechanics
- Dungeon Overworld
- Combat Encounters
- Non-Combat Encounters
Dungeon Design
- Dungeon Layout (10-12 Rooms Max)
- Finalize Ideas List for Encounters
- Assign Encounters to Rooms
- Design 3-5 Monsters for Dungeon
Basic Mechanics
- Dice Roller
- Player Attributes
- Monster Attributes
Week 2 Goal
Exploration
- Allow Player to Traverse Dungeon
- Maps for Combat Encounters
- Generate Monsters in Combat Rooms
Items and Abilities
- 3-5 Combat Abilities for Player Use
- Weapons (2-3) and Armor (0-1)
- Attack Options For Monsters
Basic Combat
- Enemy Movement and Attacks
- Player Actions and UI
- Implement Code to Handle Combat Tracking (Damage, AP, Attribute Rolls, etc.)
Week 3 Goal
Character Creation UI
- Choose Name
- Choose Attributes
- Choose Abilities and Weapon Loadout
- Character Sheet Added to Current UI Elements
Non-Combat Encounters
- Decision Trees
- Attribute Checks
- Dungeon Wide Consequences
Misc
- Awareness System for Monsters
- Support for Allies
Week 4 Goal
Cleanup, Bonus, and Catch-up Tasks
- TBD