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Author Topic: DGEngine - An implementation of the Diablo 1 game engine  (Read 2643 times)

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DGEngine

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DGEngine - An implementation of the Diablo 1 game engine
« on: June 22, 2016, 09:04:38 am »
DGEngine is an implementation of the Diablo 1 game engine.
It requires the original game files and uses SFML. It is written in modern C++.

https://github.com/dgengin/DGEngine

Glocke

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Re: DGEngine - An implementation of the Diablo 1 game engine
« Reply #1 on: June 22, 2016, 02:04:06 pm »
Sounds interesting! Keep it running :)
Current project: Racod's Lair - Rogue-inspired Coop Action RPG

Elias Daler

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Re: DGEngine - An implementation of the Diablo 1 game engine
« Reply #2 on: June 23, 2016, 06:42:40 pm »
Looks pretty cool, I'll check out the source code soon :)
How far is the progress at the moment?
Tomb Painter, Re:creation dev | eliasdaler.github.io | @EliasDaler | Tomb Painter dev log

DGEngine

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Re: DGEngine - An implementation of the Diablo 1 game engine
« Reply #3 on: June 24, 2016, 01:34:25 am »
Right now it mimics everything in the original up until you get to the town level.
What's missing is pretty much everything that happens withing the game (items, spells, enemies) and multiplayer.
The groundwork is set, so those are easier to do now. The source code is easy to navigate and understand.
Once in town, you can talk with the townfolk about quests (initial work done on these) and all the townfolk menus are already done. Options menu as well.
I guess the best way to see that is to try it out.

It also uses JSON for configuring the game, so all you see is loaded from JSON files and can be altered, which should make modding and implementing hellfire a breeze (once what's missing is done).