Tag Archives: Enchanted Cave 2

Inventory Work

This week I’ve worked on the inventory window, a very important thing in RPG type games.  It needs to be simple and easy to use, as well as clear to what does what.  Honestly this kind of stuff is pretty dull work, but it should be given a lot of attention.

I’m keeping the Enchanted Cave drag and drop onto equipment slots, but you will also be able to double-click an item in inventory or an equipped item to quickly equip or unequip.  In addition slots for hotkeys are planned that will run across the bottom of the screen, where a key press or a click will equip/swap out that item with the currently equipped, or use the item if it’s consumable.

Finding items in treasure chests also show the stat change for equipping and include an “equip now” button, so you don’t even have to open the inventory window to compare stats and equip your new item.

Ironically, a lot of work goes into an inventory screen to make it clear and easy to use, but the overall goal is for the player to be able to play the game itself as quickly and easily as possible with hotkeys and “equip now” buttons, spending very little time browsing his or her inventory – because fighting monsters and finding treasure is more fun than scrolling through inventory.

Random Dungeon Generation

The Enchanted Cave had pseudo-random floors that were 11×11 in size and chosen randomly from a pool of 100 pre-made ones.

The sequel will feature fully random generation of maps on a 40×40 grid.  Here are some examples of various floor shapes shown in the very basic minimap that’s currently in the game:

Wheeeeeeeeee maps

The pros of this is of course infinite variety in floors, and the larger maps allow for more monsters and treasure per floor.  To compensate for the larger size, the hero moves at a jog rather than a walk so you don’t waste time getting places.  Also, I don’t have to manually design a bunch of floors so that’s a time saver for me.  I can also tweak values within the dungeon generation algorithm so that different shapes appear for different sets of floors.

The cons would be that there’s less character to these floors than they would be if I manually designed them.  Special floors like shops will still have a manual design.  I think this is very minimal however, and think that the randomness creates a better cave feel anyway.

Gonna be weekly posting some kind of update to this to keep me going, so look forward to updates every Monday!