All posts for the month April, 2013

This week I’ve worked on: core gameplay mechanics, AI, editor tools and other stuff. I don’t have much to show this week, since I replaced all the placeholder environment with colored blocks(it looks ugly) to do some tests.

The gameplay mechanics that I have implemented this week:

Game system. This system controls the entire game(managing entities, entity turns, etc).
Entity movement.
Basic combat.
Key/Door system.
Chest/Treasure generation.
Item/Equipment system. There will be blessed and cursed items. The current system already supports random stats generation.
Monster generation.

For the AI, I created a system called AI Blocks. This allows me to create generic enemy behavior like patrol, hunt, attack, flee…. Each one of these are basic AI Blocks that I can put on the enemies or extend them to create more specific behavior.

Art Section

The concept artist, Jonathan Arnold, created two new creatures.

Goblin Mage

Goblin Mage


The Blob



Ghislain Girardot started the modeling of the Goblin Mage.

Goblin Mage Preview



Every dungeon will introduce 5 new enemies(6 if count the bosses). Some dungeons will have some previously introduced enemies in addition to the 5 new ones.

Next week I will work on visual stuff(UI, First Person Hands, animation setup, etc).



Editor Screenshot 6

Yesterday I finished the dungeon generation. I’ve never worked on a dungeon generation before, so I had to think for a while and write down what I needed. It ended up working perfectly and have a lot of parameters that I can change to customize the dungeon.

Editor Screenshot 1
This is a “mini-map” view of the dungeon.
Blue – Walkable.
Yellow – Door.
Red – Wall.


There are 4 types of areas: corridors, rooms, locked rooms and secret rooms. The secret room don’t have doors, you may have to break the wall(if there is a crack) or pull a lever.


Editor Screenshot 5
This is the dungeon generated above.  The environment is placeholder, but we will get there eventually.


Next week, I will focus on core gameplay mechanics and pathfinding. Bye.

Hi, I’m Cássio Eduardo Ferreira da Cunha a 21 years old programmer, game designer and founder of this company(Dumont Studios), based in Brazil. I will use this blog to keep everyone up to date on our game development process and other stuff.

Last week we started development of our new game, The Dawn Age, that should take at least one year to develop. The Dawn Age is a Turn Based First Person Roguelike set in Dark Fantasy World. The game will be released on Windows, Mac, Linux, Android, iOS and Ouya. This game will feature: deep character customization, random dungeons, random quests, alchemy, crafting, ungodly difficulty(there will be a casual mode), permadeath and much more. The game will have a basic “story” that will lead you into dungeons to kill stuff.

I hired 2 artists to help me out. And here is what they have done so far:

Jonathan Arnold, the concept artist, worked on the concept of the first creature, the Goblin.


Ghislain Girardot, the 3D artist, gave life to the concept.Eduardo_Goblin_Texture_RC1

I’m still rounding up the GDD, but next week I will start on the programming side of things. For this game I’m using Unity 3D Pro engine and C# as the language.