Drifters: Prophecy and Destiny
Role PlayingDrifters: Prophecy & Destiny is a singleplayer story charting the tale of a band of pirates who washed up on the mysterious shores of Avalon. In this...
Quest is a 2.5D tile based fantasy game. Explore and build the world around you. Find and craft items that you can use for complete quests. Explore the world to find randomly generated dungeons and different biomes. Equip, trait and experience your character to survive in tougher areas and ultimately tackle other players in a head to head multi player game.
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Drifters: Prophecy & Destiny is a singleplayer story charting the tale of a band of pirates who washed up on the mysterious shores of Avalon. In this...
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"Far away, on the lands of Dupra, lands of no metal. It was you. You were sleeping... In an instant you woke up." Dupra is the way all people call the...
Going to start work on some basic AI for some enemies this week as well as a skill and trait system for the characters.
Made some fixes to the map and the camera and implemented a character controller today. Started work on some actual game play logic today and created 7 races of characters to play with. Mage, Warrior, Ranger, Necromancer, Theif, Druid, Paladin. Still no race models yet though.
Done some more optimisations. The game can now accommodate an infinite generated tile-map that loads within 6 seconds and uses less than 1GB of memory. Previously it was constrained to a size of 1000x1000 tiles which took little over a minute to load and used 6GB of memory. Huge step forward in the map generation. I am still going to constrain the size of the maps to a size of 6300x1800 tiles for the time being.
Made some big improvements to the render process of the map. Still working on the map generation (Perlin noise does not produce any fun results) but should be complete soon :)
Adding some more code to the procedural map generation, should be complete tomorrow with video to demonstrate it
I would be interested in what your views on the 2.5D to see if you like it or prefer the more traditional 2D approach.
Since putting the game development to one side nearly a year ago I have had some time to think more about the direction I want to take it. I've decided to make the game full 2.5D rather than give it a 2D feel.
I should have the map procedurally generated in 2.5D with videos and images to follow over the weekend. I am working on a depth tile vertex lighting system which I also aim to complete this weekend. This last week I have focused on picking up where I left off (Badly commented code) and working on some optimisations.
Well it's been awhile. Maybe too long. but I've returned to development on this game. Let the long nights and coffee commence :)
I have temporarily put development on hold for this game. I will continue to develop it in the future but I have started working on another project in the meantime. I should start developing again towards the end of summer.