Over the past couple of weeks, I have begun rewriting the Epic Adventure game from scratch, converting it to
Pixel Paint graphics and greatly improving the ease of adding new content and feature set.
The original Epic Adventure code was my first attempt at multiplayer gameplay, and I made a lot of noob coding decisions that sort of put development of the game at a stand still. It was basically a convoluted mess and there was no easy way to move the project forward, so it pretty much sat idle for years.
Recently though, and pretty much out of nowhere, the game suddenly became popular on the Windows Store to where it has become one of my top played games, and a lot of requests for updates and feature improvements have started to come in via the in-app "Submit Feedback" function. Most of the requests were basically non-starters with the way the code originally worked, so I had the choice to either ignore the feedback and the recent growth of the game, or to basically start over from scratch, so I choose option 2.
The Epic Adventure rewrite (which will be Epic Adventure v3.0 once released) is build off of my new aptly titled "
Adventure Game Engine" and incorporates many of the coding lessons I learned during the development of My Colony 2. The engine has been made generic enough that it will also be usable for other types of games in the future, namely Roguelike and scripted RPG type games. It can do procedurally generated worlds (such as how Epic Adventure will continue to work) or is can run off of prebuilt maps and scripts. It now supports not only click and touch controls, but also keyboard and gamepad input.
Game chunks are now loaded on the fly and in a continuous/infinite manner like in My Colony 2, and terrain features and textures can be automatically generated by the engine at run time, so that biome definitions only really need to specify colors (other customizations are possible though). The engine now supports
Water, which was a top request for the current Epic Adventure game, but the water can also be given a custom color and made to be dangerous (lava?).
This new rewrite will be available to play as soon as it is able to do everything that the current version of Epic Adventure can, since I can't release an update with less features than the previous version! That basically means I need to finish creating all of the tools/items/craftable things and get them all working the same as before.
After that though, future updates and releases are going to be extremely easy to do with the way the game works now. So besides greatly expanding the current lineup of things you can craft and build, here are some of the near term plans for additions to the game:
Towns
Random towns will be generated on the overworld including NPCs that can run shops and give you basic automatically generated quests.
Dungeons
Similar to towns, dungeons will appear on the overworld, but they will be mainly a single structure with a stairway leading down to the real dungeon area, which will be multiple levels and probably have something cool at the bottom of the floor. Town NPC's will be able to give quests that involve exploring or clearing out nearby dungeons.
Vehicles
You will be able to craft and then get in and control vehicles. I am mainly thinking of boats for the water to start out with, but I also think a minecart that can run on tracks you build would be a neat addition.
Dedicated Servers
I am adding in a dedicated server mode just like in MC2, so that persistent Epic Adventure worlds can be running 24/7 that anyone can join and partake in.
I expect the initial release of this Epic Adventure rewrite to be out in a couple of weeks, and then I will start expanding it out based on feedback. I think that this new version of Epic Adventure is going to be a lot more fun than the current iteration, and I look forward to seeing what people think when I publish the update, so stay tuned!
#epicadventure