Update #1: Progress So Far
Figures it'd be a good idea to actually go over what we've managed to get done so far. Even with the code and assets we've found, there's a lot that we need to build from the ground up.
Foraging works exactly as it used to in the game, as well as player creation, inventory management, and interactions between players, their items and each other. Given this was the core of the original game, we needed to make sure it functioned just like we remembered it.
Combat has been sufficiently added, with monster variety and experience functioning as intended. Combat was never the biggest part of the game, but it did matter in order to work towards the more important next big function:
Classes! The starter classes have been fully implemented, though their level up benefits are still being tuned (Rogue was WAY too broken and we intend to fix that). We've managed to add some of the later classes, but after the ones we saw, we had no info on what came after, so we're being forced to make up our own, which may take quite a bit longer
The first few starting areas are mostly done, we've been testing to make sure the RNG for items is balanced, as well as for events. We want to keep the same main item pools as Darkness Descends originally had, but also add some extra things for more variety and opportunity for crafting
These are the major things we've been able to implement so far, but plenty more has been done, including figuring out some old NPC code, so look forward to a future update on that! We hope you're all looking forward to it!
-Ivy














