The long awaited update to Adventure Quest 2
I’m taking the opportunity, now that my work schedule is returning to normal, to get back into my favourite hobby; game development. I have 2 games I’m working on: Adventure Quest 2 – The Return of Lord Deathskull, a Diablo-style action adventure and an RTS simply titled Medieval RTS.
Over this past week I’ve been working on Adventure Quest 2 (direct download) and I’ve ripped out all the monsters, items and animations and implemented a random dungeon generator. This generator creates a 10×10 tilearea of passages and rooms based on 32 predefined tiles which you can check by pressing the “m” key while in the game. You can also press the “z” key to zoom out and see the whole level that was generated.
The problem I’m sitting with now is that when the game starts I create nearly 6000 object instances which slows the game down even on fast machines. I’m hoping to solve this by only creating the objects in the players view but I have to think of a clever way to manage this.
I’m also working on the network-ability for the game before I re-add the monsters and animations. The hardest part in networking is not the implementation but the timing so the same event happens on all the machines simultaneously so I want to make sure the networking messages are solid before processing with the action part of the game. I will however add some items for players to collect while I’m working on the combat to give an incentive to explore the dungeon and test the system.
If you’re interested in more detailed progress on Adventure Quest 2, I’ve started a thread on the Game.Dev forum which you can participate in.



