And I’m so proud we made it, through an entire year of hard work.
This is the first time that I speak about one game subsystem that I find especially interesting: the Game Director. This system, used in some form in games such as Left 4 Dead, is essentially a sort of artificial intelligence for dynamically placing enemies and encounters on the level, and Wizards of Unica will have something similar.
This is the first of a short series of articles about what you can expect to see in the first alpha release and what will probably change.
In this issue I will talk about game mechanics, in particular the game underlying resolution mechanics and the “die rolls”, or their lack.
As is now usual in games, we plan to include a special tutorial level in Wizards’ Duel to teach the basis of the game in a seamless manner, something short and to the point to both clarify the controls and enable a bit of exposition to set up the tone of the game.
But for our first release we planned something simpler: presenting all the possibilities in a single recap page displayed just before starting the game.
Daniele and I touched the issue of the Field of View (FoV) several times without actually taking a final decision. Just the other week the discussion arose again and I thought it was time to put my thoughts on paper by writing a post on the matter.
Since the beginning I was aware that one of the most critical and difficult part of the development of Wizards’ Duel would have been the Event Manager. I wrote a bit about it in an earlier post, but now that I am focusing on it exclusively I thought it was time to go a bit deeper and also help myself give shape to my thoughts. Please be patient if this post may seem more akin to a brainstorming.
The last couple of times I went into greater detail about the Procedural Level Generation Algorithm used in Wizards’ Duel. Procedural Generation is actually one of the most fun and interesting aspects of developing a Roguelike so, to close it up nicely, I wanted to briefly present some other ways to generate dungeons that you may find interesting. I hope you found this series of articles useful, I surely had fun writing them.