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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
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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! |
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