Solivium Dev Blog: The Road to the Demo Has Officially Begun

With most of the core systems in place. There are still some important things like making a death/restart loop, design the start menu and so, but for now, I’ve officially shifted into demo-building mode.

What changed this week

Castle Dunmere

What medieval fantasy game would be complete without a castle? (don’t answer that). Castle Dunmere is now in the game. This marks the first fully realized medieval stronghold in Solivium, and it will play a key role in the demo experience. The structure is in place, and now it’s about populating it and make it a home.

NPCs

I’m currently working on NPCs for the castle and surrounding areas. It’s been more challenging than I expected, sometimes it feels like I don’t even know how people talk. Still, I’m moving forward one NPC at a time.

New Tileset

I’ve been toying with the idea of modernizing the visuals.

The current graphics are very close to an Ultima II aesthetic. While I like the CGA palette, I’m exploring whether the tiles and sprites could feel more modern while still respecting those constraints.

This is the current look of Solivium
This is a quick mockup, using the same tiles

What’s Next

  • Continue implementing NPCs and dialogue
  • Finish populating Castle Dunmere
  • Making a quest loop with request, investigation and reward.

Thanks for joining me in this adventure, I’m feeling quite motivated with Solivium now, I feel like this could be a really an entertaining game.

More next week.