Download Link:
https://drive.google.com/file/d/1_CdiUccA2ravJJdlyCApWPDoIMHrohyN/view?usp=share_link
As I was working on the previous project (A* Pathfinding), I found out about a game called ADOM. ADOM is a game built around random generation where the game map and dungeons were generated at the start of each playthrough and you had one life to get through it all. I played it a little but struggled to really get anywhere due to the large amount of game knowledge needed to even get past the first dungeon. Most of my projects were very simple up to now and the idea of a grid based dungeon with enemies roaming each floor sounded interesting enough to warrant implementation.
As much as I had been interested with random generation of terrain up until now, generating a whole dungeon layout with interconnecting pathways was a little out of my depth but I found a wonderful implementation on the Dark Basic forums by Enderleit. After getting permission to use the code in my project, I modified his code to work with my own map layout and managed to get it displaying in coloured ASCII.
Adding the monsters that roam around the dungeon was simple as I had already researched A* pathfinding and that this game only allowed for 4 directional movement.
Adding the stats, XP and leveling to the game was fun as I had never directly worked on a combat system before. While I am sure what I ended on was not balanced in the slightest, it had a difficulty curve and numerous monsters that would show up as you progressed further into the dungeon.
Since I already had monsters roaming around the map and stats which effect the battles, I decided to implement an inventory system in the style of ADOM where instead of using the mouse to navigate the menus, you use increasingly obscure shortcut keys. On reflection, I feel that this would have been a good time for innovation on my part but I was too focused on the implementation than the user experience by this point.
At the end of development the game had randomly generated dungeons, pathfinding monsters and items that could be picked up, equipped and consumed. If you do play this game for yourself, the end is when you receive the Golden Goblet from killing an endgame monster.