The Dungeons of Evermore Expands on Roleplaying Board Games

I'm happy to announce the release of my newest game: Dungeons of Evermore

I took a new approach with Dungeons of Evermore. Most of my games are single-character roleplaying games, but after playing some tabletop board games like Temple of Elemental Evil, I wanted to bring that mixture of strategy and fantasy to my next game. This meant designing a brand new engine capable of hosting a multiple player party through a randomly generated dungeon.  

The game features five character classes that can progress through ten levels, acquiring attributes and abilities with each level. There are several types of adventures for the party, including dungeon exploration, treasure hunts, and trap-filled dungeons. 

How did I go about building Dungeons of Evermore?

As with any complex game, it starts with pen and paper. Or, more accurately, a text editor. Before any real programming can start, I must design the system that will be used in the game. This means defining classes, coming up with abilities for the classes to use and figuring out how combat will be resolved. It is always best to have a good idea how the game fits together before diving into the code. There were a few things I could do without making a lot of notes, such as designing the engine that would create random dungeon levels, but the meat and bones of the project start with a bunch of notes.

The game is built using the Corona SDK. I highly recommend any would-be game developer to take a hard look at this software development kit. If you are planning a game with 2D graphics, it is a good choice.  It uses the ​LUA programming language, which is a very easy language to learn. It also publishes to both iOS and Android, and they are working on the ability to compile to Mac OS and Windows.

Interested in game design?  Learn more about developing iPhone and iPad games