So, this is my first behind-the-scenes update at some of the technical aspects of Legend of Luth.
For those of you who aren’t coders, I’ll try to keep this low-level… I may post a nitty-gritty details post someday, if there’s interest.
As you probably don’t know, Legend of Luth has been built by me from the ground up, in C#. I chose to make a console app first because I could focus on the logic of the game–character statistics, monsters, level flow, etc. At first I was developing Legend of Luth entirely on my own–however, as it expanded, I decided to get some help from my friend David Ludwig.
I ended up choosing to build a system for him to create monsters dynamically. I created a DML (domain specific language) for him to work with, so that he could easily create without really knowing how to code. While I’m also a creative soul by nature, David is a creative soul but not a programmer. But he brings consistency and creative energy to the team the project would not be the same without.
Anyways, it was an interesting experience when I chose to code tools that would be able to allow for the creation and testing of monsters that could later be imported into the game. Right now, I’m working on a means to allow dynamic creation of spells as well, which is getting close to being operational. I’ve also implemented Summoning, which should add a lot of depth to the game.
That’s all for now. More to come next week.
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All images, writing, characters, artwork and related indicia are (c) Earl Isbell
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