For some time I wanted to write about the history of Wizards of Unica, and I am using the first alpha release as an excuse.
In its first incarnation, Wizards’ Duel (the old name) was my idea for the 7DRL Challenge 2014. The gameplay ideas were already there: fight spirits, bind them, combine their power to get more powerful effects, fight and change the environment, fight your nemesis after you both got 4 spirits.
Melting ice with fire. On the sides are your status and the selected power/tile/enemy. On the bottom the list of powers at your disposal
Lately I was tinkering with the Event Manager. The Event Manager, or Dispatcher, is a software module that manages the game simulation. You can think about it as an ordered queue of actions: when someone (the player or one of the AI controlled characters) do something they send an event to the Event Manager, like “move me left” or “cast a spell to a target”, and the Event Manager will place the action in the correct order and will execute the action accordingly, by acting directly on the game world.
Event Manager Architecture
After the first art overview by Daniele I wanted to share a few technical details about the game:
Programming Language: C# over mono. I find C# a very nice language, less idiosyncratic than Java, more than fast enough for an indie game without millions of objects and particles flying around and very well supported (I would have chosen D if not for the lack of good and complete IDEs).