Skip to main content


Treasures of the deep dwellers is not a triple A game. It's going to be pretty old fashioned, with a small viewport and a map on the same screen. Much of the rest of the screen is going to play host to the UI which will have a lot of the stuff you need all on one screen.

I love the great graphics of modern games like Legend of Grimrock, but the blender game engine isn't really up to the task of making games of that caliber. I also don't have that much time to devote to asset creations, meaning my game simply wouldn't look as good even if I was as talented as the guys from the major studios.

Anyway, after working on the viewports I found happily that it greatly increases the performance of the game. Rasterizer usage is way down, and the viewports mechanism also allows people with slower computers to reduce the resolution of the viewport without changing the main window. If you wanted you could ramp it way up too and enjoy my dated graphics.

After a few tries I managed to get the viewports to render without mipmapping, so the output is now nice and crisp. This will be great in my other games too since they were suffering a bit from blurry maps.

What you can see above is the base map colors. The colors will be fed in to a shader and replaced with wall and floor images. The result will be nice hand drawn style maps.

I like the idea of having both the first person view and a map view, so you can play it kind of like a roguelike and a dungeon crawler at the same time.

Generation of items is coming along nicely.

I need to make some changes to the code to make some of the attributes more meaningful, for example a 10% increase to weight is not a meaningful amount on something that weighs only 1kg, and a 5% increase in sharpness does nothing when the current sharpness value is 2.

Also the items need to be simplified. Right now they have too many stats, I really want this game to create complex from the interactions of simple elements, not by making everything complex.

I need to spend some more time developing this part, to make sure it does what it's supposed to be doing; making it important to have the right tool for the job so that you don't end up with one all purpose weapon and no real need to pick up any other loot.


Popular posts from this blog

Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.

Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.


I finished working on the code for adding foliage and having some extra time I decided to experiment with the code for rockets.

The original idea I had was that rockets would be large vehicle components that can be fired very quickly, regardless of how much manpower is used for reloading.

They would use up a lot of ammo, so they would run dry after a short but devastating barrage.
The problem here is that it's easy to take advantage of this by adding a lot of ammo, which is much smaller than in bulk than the rockets.

There's also the problem of firing large caliber rockets. In real life rockets of up to 30cm were used, but I think that will be too powerful for the scale of combat in this game.

lol. Somehow that one trooper survived the mother of all explosions...

A 30cm rocket could contain nearly 30KG of explosive. That would be a very large explosion.

I've tried to balance the game by using a simple equation to make bigger guns more powerful, but hopefully not too powerf…

Infantry combat and entering buildings.

I've been working a lot on the game recently and I've nearly rebuilt it to the level it was before. Past that maybe, since now I have the beginning of a working combat system and the ability to save and load the game.

Infantry can now occupy a building. It's quite an abstract representation, since they stay at the door and turn invisible. But they can then fire from one of the windows and take damage from shots at the windows too. I think I've set it up well so that when building damage and destruction is working then the system should continue to work.

For combat I tried some new ideas, but they didn't work out that well. It seems that it's important that viewing range should be further than shooting range. Now shooting range is pegged at 18 units of distance, while viewing range can extend out past that.

In the above image one unit has an officer, so has further viewing range. The other can only see as far as they can shoot, a dangerous situation since the en…