I think I’m going to call it Golem Quest

I didn’t write a 7DRL update yesterday, because not much changed on the surface, so the screenshot would have been basically the same as before. But anyway, here’s the outline of things I’ve achieved in the past two days:

  • Gameplay changed to turn-based
  • Improved AI
  • In-world hit messages
  • Game over / death screen
  • Some sidebar functionality
  • 3d model for enemies and player
  • Visuals tweaking
  • Basic item collecting system, currently only health potions
  • Basic combat system with some stats affecting it
Player’s stone golem model kind of blends into the background here, needs tweaking…
Player’s stone golem model kind of blends into the background here, needs tweaking…

I’ve decided I won’t be bothering with animated mobs, static models shall suffice. I’m currently thinking the player can choose between ~3 golems with a bit different stats and then embark on a quest to vanquish an undead horde while collecting magical gems to enhance stats. Or something. It’s kind of worrying that my overall game design is still wide open and I only got about 2,5 days left. Luckily a game starts to emerge nevertheless.

(Cross-posted from blog.tapiov.net)

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