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Set in a realm of danger and darkness, the 9th Wizard: Rings of Eternity is a Rogue-like Adventure/RPG. Utilizing randomly generated dungeons, hundreds of items, monsters and quests, the game strives to provide a fun experience that is true to the genre. With much of our engine complete, we are now looking to polish our gameplay, mechanics and include all original artwork. We are working with Chiptune artist Comptroller to ensure that the experience each player has is unique, intense and fun. We are actively seeking community feedback and support. We will be releasing development videos each week, with supplementary articles and updates. Our goal is to create a fun game that incorporates the comments and ideas of the greater community.

Post news Report RSS Isometircs :: 9th Wizard: Rings of Eternity Vlog 104

In this video blog on the development of The 9th Wizard: Rings of Eternity, Joe shows the major changes and new isometric view.

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Posted here is the transcript of our video. We hope you enjoy, learn a little about our game, and leave us some feedback. Please join us again next week for a look at how we implement a shroud in our new isometric dungeons, add player controls and more.


Welcome to this week's log on the Development of The 9th Wizard, Rings of Eternity. As you can see, visually the game has changed quite a bit, and today I'm going to show you how those changes have taken place and the guts behind our new isometric design.

Creating a game that is easily mod-able requires some very careful planning. We want every player to be able to create their own adventures, dungeons and quests without the knowledge of scripting or code. Likewise, we want the engine to be powerful enough to be worth using. The isometric world is the first step in that direction.

Not only does this environment open up more possibilities visually, it offers a viewpoint that delivers more information and a better atmosphere, but we are far from a finished product Our first concern is keeping it simple. As you can see in this image, it is as simple as it gets. The entire game has been broken down into data structures, meaning the game itself is nothing more than numbers, letters and symbols. This is a working dungeon designer. We also created a powerful script to create random dungeon designs.


Next we added the engine that will take a simple text file and turn it into a working dungeon. This itself requires a few steps. First, we created an isometric grid that generates walls and doors from the file.

Satisfied with how the engine built our dungeon from the data file, we began enhancing the engine to represent the dungeon world in an isometric view. Here you can see that we have added wall tiles. The green ones will become doors later on.

Next, we started looking at how the player would interact with the environment. Here we have a simple character that is locked into our grid structure, but movable with our mouse. The walls and doors appropriately calculate their depth, giving a three dimensional feel despite the two dimensional graphics. We were really excited by how this has started to look but we also found some issues.

If a character goes behind a wall, it can be difficult to see. As one possible solution, we added a function that will provide a transparency window around our character. This can be easily re-sized with the mouse wheel. We tweaked this quite a bit as we went along.

Now you see we've added a spiffy background image, some floor tiles and new tiles to represent our doors. We utilized dark color floor tiles to help represent the location of wall tiles that are transparent.

Please join me next week as I show you how we implement the dungeon shroud, lighting and player controls. We hope you enjoy seeing the changes to The 9th Wizard: Rings of Eternity.


Join us on twitter: Twitter.com (or click here)
Visit our website: Epicvesselgames.com
Support the 9th Wizard: Rings of Eternity: Iupbundle.org
Please follow our project and offer your suggestions along the way.

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reece44
reece44 - - 133 comments

Hmm.. From a traditional rouge-like game, you made it into a slightly Diablo-esque style of RPG.

I can see that the map editor is quite simple to use.
Despite having a map editor, are there still randomly generated maps to play in or do we have to play pre-made maps?

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