Tada, new project. again.
This time I’m working on an arpg first person dungeon crawler maybe open world type game. Something in the vein of Ultima Underworld.
Something with a 3d first person view but with plenty of UI stuff chonked next to it, like this (from Ultima Underworld):
screenshot of Ultima Underworld
The way I see it, this screen has a few basic parts:
a set of action buttons on the left
the 3d first person view with a compass, some animated aligator/dragons and enemy health meter gargoyle face
inventory and equipment menu with health meters and a toggle to show stats.
a text log that let’s you read text of what you’re investigating or interacting with.
So I have a quick mock-up I threw together in Godot:
I’m not quite there yet, I’m still figuring out what screen resolution I like, aspect ratios, UI layout, etc etc.
But I have:
Action buttons on the left
Save/Load (the quill works great if I have the caption next to it, I think a floppy disk looks better if there is not, maybe will reuse quill for a map/quest log)
3d viewport with first person view
some type of tabbed GUI on the right for eventual inventory, stats tracking, health/mp/whatever
bottom area I plan to also add a text log so I can have shitty programmer art that looks like garbage but can still determine what it is.
For now I actually don’t have mouselook at all, I decided to try to go “old school” and ripped out mouselook in favor of letting the user click around on things, and they can use WASD to move forward and back, strafe/side step left and right, and then Q to rotate left and E to rotate right. I think that works out slightly better to let the user click on/interact with specific things in a scene, and hopefully will give it more of an older school vibe.
One thing I don’t know if I"ll implement is that Ultima Underworld does implement turning if your mouse is near the edges of the 3d viewport, that might also be worthwhile to implement so I may do that too, we’ll see.
I think next order of business is figure out world loading, kind of the menu flow from main menu, gameplay, and basic player save/load, then I"ll work out the stats/combat, and inventory/equipment pieces.
I think in the end I want to implement basic dialogue, inventory, and maybe a quest system, along with a stat based arpg system setup.
For style I know I want it to have crunchy pixels and I picked out a few different palettes from Lospec, so I’m hoping that if I limit myself to the same few palettes it’ll look somewhat okay, but if not then I guess it’ll probably be fine. So far I have one palette picked out for UI stuff, and one that I"m using to draw up some equipment in libresprite.
Here is some of that equipment textures/sprites work I did:
I think it would be cool to model some of it in 3d and then just map pixel art onto it as textures, but I might also just go with 2d sprites for some of it. I think monsters/creatures makes sense to be 2d sprites but it might depend on what it is.