ArchHeather

ArchHeather

@archheather.bsky.social

Creating Daggerfall-like RPG -No AI Used -she/her

234 followers165 following569 posts

Been bogged down in GUI stuff for the Daggerfall-like. Going to pivot into adding settlements and slowly add new GUI elements as needed to space things out.

For the last week I have been working an experimental side project. Will show something in the coming week or two. Got a little burned out on the Daggerfall-like but I will return to it in due course.

Been working on the inventory today. -items can be put into inventory when gathered -stacks can be halved when right clicked -stacks can be reduced by 1 when held by cursor and LCTRL is pressed I am going to add an auto-sort button next. #indiegame #indiedev #indiegamedev #rpg

Added an LOD system to my Daggerfall-like RPG. The mountains can now be better appetited. #indiegame #indiedev #indiegamedev #proceduralgeneration #FollowFriday #rpg

Finished this iteration of the mountains. I will do some improvements later on. Next I am going to go back to the inventory and work on that for a bit. #indiegamedev #indiedev #indiegame #rpg #proceduralgeneration

Updates to the inventory/equipment screen Also added text in the bottom left showing recent actions. Current it only covers gathered items. In future it will show damage amounts and whether an enemy blocked etc. #indiedev #indiegamedev #FollowFriday #RPG #indiegame

A very work in progress screenshot of the equip screen for my Daggerfall-like RPG. The dark red slots are for most advised equipment. It is meant to try and make it less overwhelming. The image of the desert to the left will show the characters appearance. #indiegamedev #indiegame #indiedev #rpg

The bottom half will be where the inventory is. Items will be either 1x1, 1x2, 2x1 or 2x2 slots in size. I am not going to add any other sizes to make it easier to manage. I will also add organization buttons to auto sort the inventory.

Random terrain screenshots I have taken recently. Been working on the inventory and equip screen. Also been fixing some bugs and making the program more efficient. #indiegamedev #indiegame #indiedev #rpg

Been adding a mini map and compass to my Daggerfall-like. I also added a map marker so you can see where in the world you are. The whole map is fully traversable and is 1200x1200 pixels which are 64x64 tiles in size. Tiles are 2x2 meters. #indiegamedev #indiedev #MotivationMonday #indiegame #rpg

Some cool screenshots from my game. Going with tiered mountains. Currently they are square but I will smooth that out later. #indiegamedev #indiedev #indiegame #ShowcaseSunday

Added cactuses to my deserts. Going to add a lot more scenery to my biomes because most of them have no scenery. #indiedev #indiegame #indiegamedev #rpg #worldgeneration #solodev #ScreenshotSaturday

Current world map for my game. The height map is different with different seeds. The mountain ranges don't change with a different seed. This version of the map is pixelated compared to the map in code. The code map is 1200x1200 and each pixel is 64x64 world tiles. #indiegamedev #indiegame #rpg

Been working on collisions today. Here are some pictures of the different biomes so far. Only the forest has scenery at the moment. #indiegamedev #indiegame #rpg #indiedev

The Daggerfall-like with Morrowind-like graphics was too ambitious both graphically and in design. I had 3d voxel chunks meshed to look smooth which added a lot of complexity which would have snowballed as development continued and already was...

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The new version of the project will have a vastly simpler terrain system (I am going to add elevation later, don't worry about the flat terrain in the screenshots). Also the other features I had planned but not implemented are going to be way simpler too.

I am also going to go back to billboard sprites but with an image of a 3d model drawn on them rather than bad programmer pixel art. It has been a few days and development is moving quite fast. The world is much smaller in scale but still using a similar map. Here is temporary biome map:

The Daggerfall-like with Morrowind-like graphics was too ambitious both graphically and in design. I had 3d voxel chunks meshed to look smooth which added a lot of complexity which would have snowballed as development continued and already was...

... for example the LOD system with adding towns would have made things much more complicated than one dev can handle. I had spent over half a year with only a terrain generator to show for it so I have decided to start again with a simpler design...

... while starting again may seem like it would take longer I think paradoxically it will be faster because I wont have to wrangle constantly with an overcomplicated design and systems.

Been messing around with terrain generation again. It was looking too flat before. I have a few more things to clean up before I start to develop some more substantial features again. Almost finished the conversion from the Daggerfall-like graphics. #indiegamedev #indiegame #indiedev

Improved the tree leaves texture. Going to re-do the trunk next because it is a bit square. Mostly been working on back end code today. #indiegamedev #indiegame #indiedev