Dadren is a sprite-based top-down turn-based data-driven survival game engine.
Configurable tilesets:
Custom tilesets allow for the rehauling of the game's graphical look
Procedurally generated world:
Algorithmically generated world for high variance and replayability
JSON driven entity components:
Data driven content allows for rapid creation and player modification
Advanced World-generation:
Using blended noise complex biomes can be created.
Procedurally colored tile variants:
Recoloring tiles at runtime for seasonal and other effects
Global illumination and point lighting:
Utilizing sprite tinting to achieve 2D lighting effects
Day cycle:
A diurnal cycle that has graphical and gameplay consequences
Seasonal cycle
A seasonable cycle that has graphical and gameplay consequences
Physicality:
Items have weight and volume and potentially other physical properties
Composites:
Many items are composed of two or more combined items
Deconstructable:
Many composites are able to be deconstructed into their constitutent parts
Smashing:
Bashables and slicables can be deconstructed with physical attacks
Basic Materials:
Items which cannot be crafted from other items are basic materials
Containers:
Some items are able to contain other items based on relative volume and capacity
Obstacles:
Some items prevent movement and the placement of items
Surfaces:
Some obstacles are able to support other items on the same tile
Quality:
Most items have a quality which determines its general effectiveness
Durability:
Expiration of item durability leads to deconstruction or complete destruction
Categorical Actions:
Any action performable in the world belongs to some skill category
Categorical Competence:
A base categorical Competence determines a base bonus for associated actions
Parametric Skills:
Skills are specific and grant bonuses based on specific item types involved
Basic materials based crafting:
Combining multiple materials allows for the production of goods
Item deconstruction:
The ability to deconstruct items into constituent materials
Item customizations and modifications:
Perform modifications that change items without changing the base type
Materials and Craftmanship variance:
Skill and materials and morale directly correlate to production quality
Basic Needs:
Hunger, thirst and morale are constant upkeep factors
Physiology modeling:
Condition of body parts and their related tissues and bones are tracked
Immunology modeling:
Disease and afflictions can have stat and gameplay related effects
Morale effects:
The efficency of actions and the quality of crafting is affected by morale
Satisfaction:
The efficiency of actions and the quality of crafting can affect morale
Area Clothing:
Clothing and armor types are fitted and worn on specific areas of the body
Multi-area Clothing:
Some clothing is worn on multiple areas at once
Coverage and Warmth:
Different clothing provides varying levels of coverage and warmth
Encumberance:
Different clothing provides varying levels of encumberance to body parts
Action Effects:
Actions relying on specific body parts may be effected by clothing encumberance
Layering:
Multiple items may be worn on the same area for combined effects and encumberance
Fitting and Modifications:
Items may undergo fitting and other modifications to change their properties
Stateful Clothing:
Some clothing can have various settings and states such as a mask with a visor
Biome specificity:
Certain plants grow in certain biomes
Growth Modeling:
Plants grow and develop overtime changing their look and characteristics
Seasonal Variance:
Plants may exhibit various properties during specific seasons
Non-deconstructable Smashables:
Plants can be smashed for materials but not deconstructed (they can't be picked up)
Hardiness:
A plant's hardiness determines the difficulty in smashing (slashing or bashing) it
Flowering:
Plants may flower during specific seasons allowing for harvest of unique materials
Harvestable:
Some plants may be harvestable for specific materials without smashing
Plantable:
Plants that produce seeds may be planted and if treated will grow as normal
Biome specificity:
Certain creatures appear in certain biomes
Seasonal Variance:
Certain creatures may only appear during certain seasons
Behavioral State-machine:
Creature behavior is driven by a graph of states and transitions