Decided to start up this blog on my game project since it was severely lacking a place where I could talk about it properly beyond the limited tiny texts of twitter.
So here is my introduction on it, and also serving as a text for those who wondered what it actually is.

Project eldgame
I’ve always have been very much into roguelikes, and games that give you a fresh experience every time you start a new game, like xcom, dwarf fortress and the likes, there’s a random element to it that affects the path you take even if the outcome in the end is the same.
So It started back when I was playing a lot of Minecraft, one of my favorite games so far. I was making a texture replacement pack for it bringing my own art into the game, which can be found at www.eldpack.com
I reach this point of feeling like I was just updating someone elses work, and while I enjoyed it (and still do) I felt like doing something that was different and my own, so with my slightly limited experience with coding I started work on a project that took from what I enjoyed from these kind of games.
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Starting out
It started by taking the elements I enjoyed the most from these games, the simplicity and ease of use of Minecraft, the depth and expandable world of dwarf fortress, the living world, interactions and nest-building from something like the sims, but I guess more games affects me in what I choose to do.
The basic core elements of the game revolves around exploration, crafting and building.
- Exploration is about moving around the world and finding resources for crafting, and finding new recipes to add to your collection. Many of these recipes will be gained through just improving your skills, as getting a higher skill will reward you with a greater selection of recipes, but to craft rare items or gadgets involves actually finding recipes from events, monsters, or trading them from creatures you meet, this is the part most resembling the classic rpg.
- Crafting involves creating items, and tools, and improving on these to create better ones, including higher quality versions of the same basic items you just made through improved skills. It is done from having a collection of recipes in the form of a crafting-bag, where you can easily scroll through your entire collection of recipes, and collapse or expand any new category of item you’ve found. The interface will tell you if a particular item is craftable at that moment, and what is needed for it.
- Building is the part thar resembles the minecraft/dwarf fortress style of building your home, houses, mechanical contraptions, a town or city. It also involves befriending the people of the world, and having them move into the buildings you build, by giving them away or letting those same npc’s rent them. It might very well also involve you buying or earning the land in a town not owned by you, so you can build your home there or cultivate the land through farming or some kind of mineral-prospecting.

Modularity
One thing I really enjoyed with dwarf fortress was the way every game was built up using a collection of data, That is something I’m working to follow, and so far every entity, recipe, skill and such is defined via xml and is easily expanded upon.
Currently every entity is based on different core types but I have plans to expand on that in the future so that you can script behaviour via a scripting language.
So what is the game all about?
I’ve gotten that question quite a few times, and it’s a good one, since I’ve never been able to show any proper gameplay so far.
But in short, it’s a graphical roguelike, with a fully dynamic world, with the focus on you doing whatever you wish, be it going on adventures, building your own house and farm, or opening up a shop.
More soon…
And that is pretty much it for now, I’ll try to post more information here, and eventually post some more youtube videos.
My twitter can be found at http://twitter.com/#!/eldrone
and youtube channel at http://www.youtube.com/user/eldrony