- Joined
- Apr 28, 2023
- Messages
- 84

When I was finishing my degree in Information Systems Programming (back in old 2020) I had to take a basic Java class. The final project required us to create something with I/O capabilities, but it was fairly open for anything you wanted to do. In a 2-3 week span I created a very basic Wizardry clone titled "Dungeon Crawl". I made this game with Java Swing and it uses Event Driven methodology. As a result the game has glaring issues like no constant frame rate or time dependent window to accept inputs. It runs as fast as the user can input actions, and as fast as their PC allows for hardware wise. I proudly present this pure decline of a project for your viewing pleasure.
Screenshots:
Here we have the town screen in all of it's glory. Don't mistakenly press 6 before you save!
This is the wireframe dungeon view. Note in this early version there is no casting spells outside of combat, this was changed in the final version.
The combat screen against a single rat. The system accepts input for all characters and then fires off the round of combat.
The character status screen, this is also where you go to learn about spells or equip new gear to your party.
Mega Link:
If you want to check the game out you can download the jar file from this mega link.
Also some brief notes:

Screenshots:

Here we have the town screen in all of it's glory. Don't mistakenly press 6 before you save!

This is the wireframe dungeon view. Note in this early version there is no casting spells outside of combat, this was changed in the final version.

The combat screen against a single rat. The system accepts input for all characters and then fires off the round of combat.

The character status screen, this is also where you go to learn about spells or equip new gear to your party.
Mega Link:
If you want to check the game out you can download the jar file from this mega link.
Also some brief notes:
- You have to go into your party status screen in the dungeon to equip the gear you pick up
- Each time you transition from the town to the dungeon, random chest placement for each floor is generated allowing you to reset and farm gear. The chests are placed at a random x,y coords every floor, and deeper floors contain better gear.
- There are 5% drop chance weapons on the final floor. These are not feasible to acquire really. It's more about getting lucky, and they aren't needed to win.
- There are only 4 dungeon floors and characters max out at lvl 6
- Each time a mage levels up they gain a random spell from a list, ideally this means two mages won't end with the same spells as one another.
- The thief is a super important class because they get support spells like healing, instant dungeon escape, descending a floor instantly, and one of the only status effect spells in the game (100% effective blind for 1 turn vs the enemy party)
- Every floor is mapped out already but you have to discover where the ladders and doors are yourself.
- You can win if you kill the boss on the 4th floor.
- You start with 400 gold to buy starting equipment
- My friend voices the opening narration
- All art assets are jankily taken from the internet and thrown in
- My code for this project looks like the messiest spaghetti ever cobbled together. Take a look at the source files inside the jar if you want to see for yourself
