May 7th, 2016: Runestar: It begins!
Posted by Gravecat at 6:23 pm under Game Dev, Runestar. Comment?

This blog has been neglected for a while now, and with my return to activity, I’m going to bring with me something rather important: news of my latest game development project in the works, currently titled Subgea (edit: the project has since been renamed to Runestar.) As some of you may know, I’ve been working on-and-off on a number of different gamedev projects over the years, but they usually end up abandoned after a month or less of development — mostly because I couldn’t quite put my finger on exactly what I wanted to make, and there seemed to be no point continuing on a project I wasn’t enjoying.

One of my rather impractical dreams has always been to build my own MUD — Multi-User Dungeon, which for those of you who are not familiar with the term, is a genre of game that evolved from the old single-player text-adventure games of the 80s, and is the precursor to the much more familiar, modern MMORPG (Massively Multi-player Online Role-Playing Game) genre. Unfortunately, the technical skills required to do so eluded me when I was younger (though I did run a moderately successful social MUCK for a while; some of you may recall the now-defunct SporkMUCK), and the dream largely faded. The popularity of the humble MUD has fallen greatly in recent years from its peak around the mid 90s, so while my skills are now much improved, it seems as though I’d missed the boat.

Or maybe not.

Earlier this year — late February, to be exact — I started a new project from scratch, albeit salvaging a number of elements and gameplay ideas from my older, scrapped projects. Unlike many of my previous projects, where the direction I took was heavily biased towards what I thought other people might want the game to be, this new project was all me. I’ve always wanted my own personal, long-term game project — something to work on for years as a hobby, like ADOM, Dwarf Fortress, or Minecraft before it became so commercially successful and ceased being a passion project — something that I’ll build for my own preferences, not what I think gamers as a whole would like. That project became SUD, an acronym for Single-User Dungeon. Not to be confused with a text adventure, SUD would be played in real-time, with the world changing and events happening around the player even with no input given.

Development continued on this new project for a couple of weeks, with elements and ideas being taken from older, scrapped projects, merged together with a new style of gameplay. Unfortunately, life happened and I got largely distracted from the project, shelving it with a promise to return later. Now, two months after putting it aside, I’ve brushed off the dust and started working on the project again, under a new name — Subgea Runestar. The last few days of development have seen some significant improvements and changes to the core gameplay, and I’m really enthusiastic about the future of this project, which I’ll continue to document in this blog as significant events occur.

I’ll leave this post with a few screenshots of the game in its current (heavily in development) state, and I’ll be posting regular development diaries as things progress.

Subgea   Subgea   Subgea   Subgea


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