THE DEEPEST CASTLE
Sergey Bobrov
You are a mighty knight - how powerful your blows are! And in the very center of a vast forest lies a fortress filled with evil and black magic. There, they raise the dead and hide great artifacts. You decide to explore the fortress and see what the black magicians are hiding.
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You are a knight and adventurer. Having learned that necromancer mages are hiding in the forest, you decide to go and see them. Your interest is piqued by stories of the numerous artifacts kept in their lair.
However, within the fortress itself, mighty warriors await, having honed their combat skills over centuries. And even you will have a hard time breaking through their ranks. Numerous secret rooms hidden throughout the fortress contain artifacts, rare weapons, and magic. All this will help you defeat the champions of the dark forces and reach the leaders.
The fight will require fast reflexes, knowledge of your opponent's movements and movesets, and precise timing to raise a shield or strike back. Inside the fortress, you can find various weapons that can change your combat style. However, success in any case depends on your personal skill and precise actions, and to some extent on your luck in discovering the secrets of the dark fortress.
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Project Features.
- Roguelike Element: If the knight fails in battle, the fortress's conquest begins anew. However, you keep any weapons and artifacts you've found.
- Sword Fighting: The combat system emphasizes melee weapons. You'll need good reflexes to time your shield and strike.
- Items: A number of weapons and items are hidden throughout the fortress to aid you in battle.
- Secret Locations: A particularly observant knight can discover secret corridors and halls, sometimes to significant advantage. Sometimes, they lead to their death.
- Destructibility: Sometimes it's just nice to smash something with your mighty sword and see the debris fly in all directions!
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Technical Aspects.
- I wrote the engine code in C++; it's a software renderer. This means that all image rendering is done using the CPU.
- I used Code::Blocks, GCC, VisualStudio, Sleepy, Blender, GIMP, and Audacity to create the code, models, textures, and sounds.
- The project is generally inspired by games from the 90s, the era of early 3D on PC.
- Important: the game's lighting and physics are calculated using the CPU, so the project requires a fairly powerful processor.
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