The story is set in the land of Jorokiim; a fantastical land teeming with all the right elements that make for a fun adventure, up to and including maniac shopkeepers. Buster is a once-famous knight of the Royal Guard of Jorokiim, fallen from fame as per the slow march of time. Evil reared it’s head long ago, shooting Buster to fame as the lone knight who stood up to it and clawed back the sanity of the world. Well, not really. There was another guy, a wizard named Lars Séance. He paid the ultimate price, giving his life to perform an archaic spell that would seal away the evil forever, or about 20 years as it turns out. Buster made it out alive, and quietly forgot to mention Lars' sacrifice thus gaining all of the glory.But evil has awoken once more, and has conveniently inhabited the many abandoned dungeons scattered throughout Jorokiim. Rising to face the challenge is what you’d expect of Buster, but really he was forced to do it...
Sorry it's taken me a month to get another news update together; personal life had this annoying habit of getting in the way! But anyway, onto the news update.
Potion brewing is the latest feature being implemented into Dungeon Buster; through the brewing system the player will be able to combine 'base' and 'catalyst' ingredients to create a variety of potions to help (or hinder) in their journey. Brewing can only be done at brewing tables, which are conveniently (mostly) located in both the overworld and dungeons.
Here's what the brewing table looks like ingame, along with a couple of collectible plants which act as the base/catalyst for potions:
And the WIP brewing GUI:
And finally, harvesting:
That's everything interesting for now. In more boring news, I've been overhauling the inner workings of the game engine so it runs a little more intuitively, which is very important since this project will be open source.
Anyway, that's it for now.