The Wishgranter has been in development purgatory for what feels like an eternity. And for me, as the developer, one of the most challenging parts of the whole process has been keeping up with social media, trying to put the game out there, and get people interested. The little time I have to work on the project, I always spend on the actual code, art and all the other in-game stuff, and as a result I end up putting off social media updates forever. In order to rectify this, I am going to talk a bit about some of the features in The Wishgranter.
For those of you who have no idea what I'm talking about, make sure to read this introductory article on The Wishgranter, which should bring you up to speed.
In my game, dungeon generation is split into two sections: dungeon layout generation and room generation. Then each dungeon is split into multiple floors and each floor has a number of rooms.
What the dungeon layout generation does is create the floors by connecting rooms following a critical path from the floor entrance to the floor exit. At this stage, rooms are simply placeholders, being either a regular room or a preset room.
Room generation takes all the placeholder rooms, which are regular, and generates all the good stuff, including obstacles, enemies, traps, etc.
Having the floors generated with a mix of pre-made and generated rooms ensures there will always be new content as well as some smarter handcrafted challenges.
Enemies, Traps And Bosses
The Wishgranter will feature a whole host of interesting and varied enemies, from wildlife and otherworldly creatures, to bandits and evil beings. Currently only a handful of enemies are in the game, and I am still working on making them smarter. Each enemy needs to be unique, carefully animated and have interesting behavior.
But it's not just the creatures and bandits that want to kill you. The dungeons and pits you're sent to are also full of deadly, unexpected traps that will get you at your lowest, when your health is diminished after a tough fight.
As with any other game, The Wishgranter will also have bosses! (What decent game doesn't have bosses?) The first of which is the Lich/Necromancer (still not sure what to call him). This is still a work in progress, but you can see a sneak peek below.
Shops And Other Friendly Folk
Not everything is trying to kill you in the dungeons and pits you visit. Some creatures are there to offer advice and help, while others are in a similar predicament to you and facing the same dangers. Some characters are simply trying their best to eke out a living.
Below you can see the digs of a simple shopkeeper (definitely not a monster) who scavenges weapons and general items from the carcasses of bandits and other unfortunate adventurers before placing them up for sale. He will also buy your unneeded equipment (for next to nothing) to try and turn a profit.
Behind The Scenes
For those Now Loading readers who are interested in what's under the hood, I'm going to quickly go through what I'm using to tackle every aspect of the game.
Art And Animation
All my art and animation is now being done exclusively in Aseprite. There are a lot of alternatives and some of them even free, but Aseprite is by far the best for pixel art drawing and animation. I've used it for the entire process, including conception, design and animation.
Sound And Music
So far I have been using SunVox for my music, and for sound effects I just discovered a great little piece of software called LabChirp. That being said, music and sound is still very early in this project, so I might switch everything up.
Coding And Engine
The game is developed entirely in C# using the Microsoft XNA Game Studio 4.0 Refresh framework and Visual Studio as IDE. Eventually I intend to move the project to MonoGame simply because it's an improved version of XNA and also supports multiple consoles and devices. The engine is all custom code built on the XNA framework.