Tag: Indie Game


  • Welcome to the first development blog for Solivium, my indie game project that seeks to capture the magic of old-school RPGs while shedding the constraints of technical limitations. This project is a personal love letter to the early Ultima series and the games that shaped the golden age of computer RPGs.

    What is Solivium?

    Solivium is a turn-based RPG built in C, leveraging a CGA-inspired palette for that nostalgic retro aesthetic. My goal is to create a game that feels like it belongs to the early 1980s but with the freedom to design without the hardware restrictions of the time. The game combines classic mechanics like grid-based movement, stat-based progression, and turn-based combat with modern refinements to provide an immersive and challenging experience.

    Progress So Far

    Building Solivium has been an exciting journey so far. Here are the key features I’ve implemented:

    • Renderer: I’ve set up a custom renderer using GLFW and glad. This forms the foundation of the game’s visuals, showcasing the CGA-style graphics and maintaining the old-school charm.
    • Map and Console UI: The game now has a working map and console interface, allowing players to navigate the world and receive feedback as they play.
    • Player Mechanics: The player character is functional with movement.
    • Turn-Based Logic: I’ve implemented turn-based mechanics, ensuring that both the player and enemies act in turns.
    • Enemy AI: I’ve begun work on enemies. At this stage, they can follow the player.

    What’s Next?

    Moving forward, I’ll focus on refining enemy behavior, adding combat mechanics, and expanding the game world.

    Thank you for joining me on this journey. I’m excited to share more updates and hear your thoughts as the game develops. Stay tuned for the next post, where I’ll dive deeper into the combat system and showcase more of the world of Solivium!

  • I wanted to start this site by talking about my latest game development project, “Quest For Immortality.” This is a first-person RPG inspired by classic dungeon crawlers like Ultima Underworld, Daggerfall, and Might and Magic. It’s a game that merges the deep exploration of these titles with the unpredictability of roguelike elements found in games like ADOM, Nethack, and Caves of Qud.

    Roguelike Meets Retro RPG

    I’m aiming to create a world filled with procedural dungeons, intense combat, and a sense of exploration reminiscent of those early RPGs. I also want to include some elements of roleplaying and life simulation. I’ve always been fascinated by the potential of all the features in Daggerfall—ever since I played it back in 2007, I knew that this was the ultimate project I wanted to make.

    2.5D Sprites in Pixel Art

    The game’s art style draws from my love of pixel art and retro aesthetics. I’m taking inspiration from the gritty 2D sprites of Ultima Underworld. I’ve tried working with 3D models, but this style resonates with me creatively.

    Why Godot?

    Choosing Godot as the engine for this project was an easy decision. Not only do I enjoy working with it, but its FOSS (Free and Open Source Software) nature aligns with my development philosophy. Godot’s flexibility allows me to craft complex mechanics while giving me the freedom to modify the engine if needed. It’s been great to see the progress I’ve made using it so far.

    The Challenges Ahead

    I’m well aware that building an open-world game with procedural dungeons is a huge undertaking, especially as a solo developer. Keeping track of every detail and ensuring that each playthrough feels unique is no small task. However, this challenge excites me. I’ve already had some experience with projects of this scope, including Stygian Abyss, which I co-developed with Slash for the 7DRL (7-Day Roguelike) Challenge back in 2015.

    Current Progress

    So, where am I now? I’ve implemented basic combat mechanics and am currently diving into the inventory system and item interactions. It’s a crucial step in bringing the dungeon-crawling experience to life, allowing players to manage their resources and gear effectively.

    That’s all for this first update! I’ll be sharing more of my journey as I continue working on Quest For Immortality. Stay tuned for more development insights and progress updates.