This project is a 3D dungeon crawler game inspired by the aesthetics of the baroque game (saturn 1998) it's infused with elements of classic RPGs and dungeon exploration games.
dungeon_crawler/
├── main.odin # Entry point
├── game/
│ ├── game.odin # Core game state management
│ ├── exploration/
│ │ ├── camera.odin # First-person camera system
│ │ ├── level.odin # Level loading and management
│ │ └── movement.odin # Player movement and collision
│ ├── combat/
│ │ ├── combat.odin # Combat state management
│ │ ├── actions.odin # Action system
│ │ └── ai.odin # Enemy AI behaviors
│ ├── entities/
│ │ ├── player.odin # Player entity components
│ │ ├── enemies.odin # Enemy entity types
│ │ └── items.odin # Item system
│ └── rendering/
│ ├── renderer.odin # 3D rendering pipeline
│ ├── lighting.odin # Dynamic lighting system
│ └── effects.odin # Visual effects (fog, particles)
├── assets/
│ ├── models/ # 3D models (.obj, .gltf)
│ ├── textures/ # Texture atlases and materials
│ ├── levels/ # Level data (.json)
│ └── sounds/ # Audio assets
└── build_scripts/
├── build_debug.bat # Debug build configuration
├── build_release.bat # Release build configuration
└── build_web.bat # Web deployment build
- Odin Programming Language
- Raylib 5.5
- Week 1-2: Set up Odin development environment, implement basic 3D camera movement Zylinski
- Week 3-4: Create static level loading system, implement tile-based dungeon rendering
- Week 5-6: Build combat state machine, implement turn-based battle mechanics
- Week 7-8: Add RPG systems (stats, items, progression), polish visual effects
- Week 9-10: Integrate Baroque-inspired visual filters, tune gameplay balance
- everything
This project is licensed under the MIT License. See the LICENSE file for details.