Work Begins on Cyclopean

Cyclopean

Cyclopean is an old school CRPG based on the Great Abyss of H.P. Lovecraft's Dreamlands.

This Thursday saw the official beginning of work on the Cyclopean full release version. I started by getting a save/load system going and today (Saturday) it is basically functional. You can see the save and load menus here: [img]{STEAM_CLAN_IMAGE}/44993933/206eee5ef4054a5a9572dcb87580c1696386dc99.png[/img] [img]{STEAM_CLAN_IMAGE}/44993933/15311df66b37f817223bda6ee82fcafd6bed1fb5.png[/img] After a few hiccups, I managed to get the procedural dungeons, enemies and items to load correctly. The game will have an autosave feature, but it will not overwrite any of your manually saved games. It is currently limited to 15 save slots. Here you can see I was able to reload a game, in which I had just defeated an enemy. The enemy reloaded correctly, as a lump of mush on the floor (just to the lower right of the mouse cursor)... [img]{STEAM_CLAN_IMAGE}/44993933/9cd0b0bbe93d5937d8dfe6c15541c7154b074b80.png[/img] Next I plan to make sure the screen resolution is working in window and full screen modes properly. A lot of new game engines handle this kind of thing automatically, but in 3D Gamestudio (which I use) this is manually programmed, which is why my games have weird issues with setting resolution. I think I have a much better idea of how to approach this now, so hopefully I will finish it quickly and make it user friendly too. After that I plan to start adding more content to the game, and tweaking the gameplay. I am not fully settled on how thing are going to work just yet, but I am hoping to add some more complexity to the game, allowing players to approach conflicts in a variety of ways (i.e. stealth, combat, negotiations etc...) so it will be more RPG like and less like a simple combat based dungeon crawl.