This project is my Computer Science Internal Assesment for my IB Diploma. I have started it some time before I decided to submit it as my CS IA because then I wanted to try to create my first game with an actual programming language. I was fascinated how the procedural world generation works in games like Spelunky, Pixel Dungeon, Minecraft or Rogue and wanted to try to implement my own algorithm for that. What inspired me the most to run this project was the game Pixel Dungeon which I had been playing for quite a long time. After I submit my Internal Assesment I plan to rewrite this game into D Language using pure OpenGL and GLFW only. What I want to achieve is to make the project more tidy and less chaotic. At the moment of writing this readme I am really confused about what is going on in the current code which is not a good news.
Some nameless lumberjack gets captured by bandits during his another day of work. He's being led by them to their boss who happens to be a rich owner of an underground palace. He tells his rogues to lead our hero to the dungeon in the bottom of the complex. As it seems, the bandits are not very smart and they forget to lock the door to the jail. After they leave the room, our hero gets out of the jail and finds a dagger. a piece of baguette and a healing potion on the floor, with which he goes to the next floor. He decides to have a revenge on the bandits' boss living on the top of his underground palace. In order to prepare for the combat he explores the next floors of the residence.
- Programming language: C++ (C++14 standard)
- Multimedia library: SFML
- Compiler: GNU GCC
- Code editor: Visual Studio Code for Linux
- Graphics: Gimp 2.8
- Procedural dungeon generation
- Auto-sorting inventory
- Identifying the items by using them
- For the potions there are randomized colors which change every time you start a new game; for the runes it is the same except for that there are randomized symbols for them
- Auto-save and loading the game
- Settings for graphics, controls and changing the language (three languages are available - polish, english and my own constructed language :D)
- Food sets the player's hunger level to zero if the hero is only slightly hunger but if he is starving, then it just decreases it
- Obtaining special skills by reading books which eventually will be available only in shops for ridiculous prices
- Drinking potions influences the attributes of the player (health, mana, strength, dexterity) or elongates the duration of the buffs (speed, accelerated health regeneration, poison, slowness, weakness)
- Map view
- HUD, attributes window, inventory window, main menu, pause menu
- Player's field of vision which is limited by walls, doors and darkness
- Game logs in a form similar to the chat in Minecraft
- Written by me fully functional GUI API
- Audio
- Combat system
- Conversation system
- Actual buff effects
- Obtaining special skills and augmenting the player's attributes by spending skill points (and gold) at the teachers'
- Turn system
- Book of Spells window
- Optimal path finding for the NPCs and the Player
- Changing look of the levels and enemies appearing on them after each boss fight
- Boss fights appearing every 5 levels
- Trading system
- Casting spells from disposable runic stones and the possibility of writing them down in the Book of Spells (which must be bought in the store of course)
- A small system of side-quests