Inspiration

We took inspiration from the RPG game of D&D for our character creation and enemies. Coupled with a simple combat it makes for a fun game. It's currently in a 1 level demo state.

What it does

The game runs in the terminal with the character represented by the * character. The WASD keys move the character around the screen and the I key displays the inventory of the character.

How I built it

We built it using a collaborative real-time text editor, Atom, which is owned by Github and our C compiler from CECS130. Our group chose to use C because this was a language we all knew and could collaborate with.

Challenges I ran into

We ran into several challenges. 1: Reading in a 2D array of characters to serve as the map of the area. 2: The combat system took several iterations to perfect even with its simplicity. We introduced a lot of moving parts with multiple different enemies and combat actions for the player.

Accomplishments that I'm proud of

I'm proud of the display and the ease of access for moving the character around.

What I learned

I was able to learn how to just take input from a keypress without using a buffer delay as with the scanf function. I also learned collaboration and the importance of fully developing a production plan to reduce the amount of debugging when implementing several different people's codes together.

What's next for Dungeon World

What's next is to expand Dragon World to its full 5 level idea and further the input to perhaps run through AWS and interface with Facebook Messenger or SMS to run a version of the game.

The Team

Jacob Lichtefeld, Benjamin Mitchell, Darian Zeis, Alyssa Mead

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