Dungeon Craft

Formerly called UAForever


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Status

Features Completed

  • Item, spell, and monster editing
  • Event triggers, step events, zones, special items and keys
  • Core editor and game code, including graphics, keyboard processing, menu system, load/save games
  • Dungeon and Wilderness map editing
  • Combat system is partially complete. It has limited monster/character AI, and no spells. An indoor combat map is automagically generated from the current area map. Character and monster movement/attack is done, as well as many of the combat menus. The combat sprites will turn to face the opponent, and will change to the attack sprite, ready sprite, or death sprite as needed.
  • Character abilities and levels, including determining all level/class based attributes such as saving throws, hit points, and THACO.
  • Sprites, big pics, small pics and animated small pics
  • Limited support for importing existing FRUA designs

Features Remaining

  • Networking (lowest priority)
  • Support for monster AI in combat
  • Spells and spell graphics - continue adding default spells.
  • Probably a lot more that I have not thought of yet!

Check out the current To-Do list to see what we still need to complete (bugs and features).

View To-Do List


Dungeon Craft Development Team
R. Turner  The guy who started this adventure.
P. Stevens You can thank Paul for the GPDL script engine. He also architected major improvements to text file scripting, map editing, event processing, and other things. Paul also works on another project called 'Chaos Strikes Back for Windows'.
D. Huling Dan has created incredible artwork for DC, and we may talk him into writing code someday.
K. Wyllie Kevin has helped out in the GPDL and artwork areas.
D. Downing David enabled DC to operate at higher resolutions than 640x480.
D. Harmon Derek re-worked sections of the character code.
Tarlanon Tarlanon has been helping to squash the coding bugs
manikus manikus is helping with art and documentation
????? There's always room for more!