I think my voice is getting creepier. In this video I show you a lot of the work that I have been putting into this project and game. Many systems are now implemented, so now it’s about fixing bugs, adding content, and more importantly making the game, a game (as per my design doc). This was before Wayward had a name.
Here I showcase some of my early graphical ideas on the engine. Closer to the end of the video, I display what the engine looks like to date. Featuring movable, sortable inventory and crafting boxes via JQuery UI and my “overlapping grid” tech for sprite work. This was before Wayward had a name.
In it’s current form it’s a roguelike/RPG grid-based engine with resource gathering and movement-based monster movement (turn taking). This was before Wayward had a name.