This has been quite the productive week, I worked on more mechanics for the town and finally started working on the dungeons, here’s what I did:
This Week’s Highlights
- NPC Dialog System: Players can now talk to NPCs. While it’s not as complex as Ultima IV, NPCs provide hints that may help during the adventure. I’m still wondering on how complex should I do this system, I’m trying no to do the game just following the standards but just what I like to see and do in RPGs.
- Merchant Interactions: Talking to merchants now opens the store UI, allowing players to buy and sell items.
- Shops:
- Added specialized weapon shops and armor shops to towns.
- Each store offers a selection of items for players to purchase.
- Item Requirements: Equipment now has stat requirements, meaning players must meet certain conditions to equip specific weapons and armor. I might also add a class requirement down the line, I’m not sure yet.
- New Command: ‘D’ for Drink:
- Pressing ‘D’ opens the potion inventory.
- Healing potions now restore hit points when consumed.
- Dungeons Begin!
- Added dungeon tiles to the overworld.
- Implemented first-person rendering for dungeons, for now the player cannot move in them, but the rendering was the difficult part, now I can focus on all the mechanics in there.
- The dungeons are going to work like in the early Ultima games or like in Dungeon Master, I have some ideas of how I would make them interesting and unique.
Screenshots and Previews




What’s Next?
For next week, I’ll continue expanding the dungeon system by:
- Implementing movement within dungeons.
- Adding doors, and interactive elements.
- Creating dungeon encounters and mechanics.
The addition of dungeons marks a huge milestone for Solivium, and I’m excited to keep building on this foundation. Stay tuned for next week’s update!
2 responses to “Solivium Dev Blog: Week 8”
Looks like a super productive week. The dungeon screen looks great.
Are you using sprite atlases for the walls or is there some 3d projection stuff goin on? The way the level of detail fades into the background is really nice.
And Dungeon Master mentioned; heck yeah! Are you planning on adding mouse support for Solivium?
Thanks! I’m glad you like the dungeon screen!
I’m using sprite atlases for the walls—I considered going full 3D since the engine runs on OpenGL, but I decided to keep it as retro as possible to stay true to the old-school feel.
As for mouse support, I’m still undecided. Right now, I don’t see much use for it beyond moving the player in the overworld, since there aren’t any UI buttons. But if I find a way to integrate it meaningfully, I might experiment with it.
Appreciate the support, and great to see another Dungeon Master fan!