I’m Santiago Zapata, better known online as slashie, a Software Engineer and Independent Game Developer and from Medellín, Colombia.

You are in the devlog, a chronological collection of updates on my projects, alongside articles about software and game development. Subscribe to get these directly into your inbox.

Category: Britannian Underworld

  • Stygian Abyss, 2015 7DRL Challenge, Victory!

    Stygian Abyss is a procedurally generated first person action dungeon crawler; survive the legendary Stygian Abyss to find the Codex of Ultimate wisdom, a new adventure awaits you every time! Features A level generator inspired in Ultima Underworld Explore the environment in a first person view. 8 classes with different…

  • Stygian Abyss, 2015 7DRL Challenge – Day 3 Report

    <Insert whining about life being unfair and being too tired for the 7DRL challenge> Day 3 is over, it may not look as much but I added corridors connecting the rooms, as well padding into them, which for all practical purposes means variable length corridors and irregular rooms areas. I also…

  • Stygian Abyss, 2015 7DRL Challenge Entry – Day 2 report

    7DRL always happens the worst possible time in the year. I’m working together with Exodus Destiny Dragon to create a 3D realtime dungeon crawler with procedural levels inspired on Ultima Underworld. We are using javascript. It’s intended to relive the adventures of the Avatar at the end of Ultima IV,…

  • Dungeon crafting on Britannia Underworld

    Exodus Destiny has been working hard translating Orlando’s SketchUp map design into his engine’s format, we have decided to use Tiled and its tile attributes system, as the format for the engine.

  • News from Britannian Underworld

    Art I have been in conversations with a lot of fine artists from TigSource, trying to define a target budget for the monsters set. The idea is to launch a crowdfunding campaign for this, as it seems to be the only way to source this much needed work. More info…

  • Short news about Britannian Underworld

    The project development has slowed down quite a bit since we still don’t have a pixel artist, however there are things of relevance to note. Art We are still looking for an artist for the project, if you’d like to contribute and gain great fame and virtue, here’s a list…

  • News on Britannian Underworld

    Pixel Art We still haven’t been able to find artists for the team, however I’ve broken down a list of the art we need for the monsters (that’s the main asset we are missing, we can handle textures and UI art for the most part.) The full list is here. We…

  • A possible radical change

    We have been debating on what direction to take the project towards, since we haven’t been able to find an interested pixel artist (interested to make it just for the love of it and not for money), this is a sample of how it looks using the original 16×16 graphics…

  • We need a pixel artist

    Exodus Destiny continues working on the engine while Orlando’s been working on the design for the first level. Newest additions to the engine include interacting with objects using the mouse, as well as varying height walls and objects. He also continues on his quest for perfect behaving angled walls. Check it out…

  • Britannia Underworld, definitions and alpha dev

    Exodus Destiny continues working on the engine, current version allows the following (and more): Looking up and down (Using 1 and 3) Water tiles Walking animations I also continue working on the design, coordinating some stuff related to the level design with Orlando, the wiki keeps growing. Also exchanged some ideas with Mike…