Development > PC, Mac & Vintage Computers

Gateway to Legend

(1/5) > >>

123outerme:
Gateway to Legend is a conceptual open-source Puzzle-RPG. The main focus of the game will obviously be solving puzzles to get experience, as any Puzzle-RPG would have it, but the mechanics that make this game unique is that most puzzle mechanics will be based off doors or gates! Switches and door pairs allow you to gain access to rooms, teleporters provide gates between two places on the map, and more! It also supports the development and easy integration of user-generated content, as well; you can make puzzle map-packs for this project! I've done quite a bit of work on this engine so far, and I'd like to show it off. Here's what I have so far:



I finally finished my work on my tileset after a weekend of working on it, so here it is! I took what little art talent I have and upscaled the graphics. I previously used 8x8-sized tiles for the "main" map-pack, but figured I could do better. After all, if the game can display up to 48x48 tiles, why limit myself? I agree that some things may need work, and I will continue to look at and improve the tileset. Another point of potential ugliness is the maps I'm using right now; the maps will soon be remade and will look better than they do now!
In this video, I show off the work I've done with enemies and pathfinding, puzzles, the tileset, and sound effects! I implemented sound for various things like doors, sword swings, selecting menu options, and more! Enemies, getting hurt, etc. don't have sound effects yet, but they absolutely will.
There are 3 enemy types: Fast but low damage and HP moving straight to you, slow but higher damage and HP, taking a slower, more methodical path, and a third, which totally ignores collision.

There's also a map-pack wizard that helps user-generated content, as far as the programs go. I need some help drumming up some ideas for many different sections of the game, so I have my Github repository over here, and I would very much appreciate any help from the community, from suggestions, to offering to help with code. This project will be pretty big and pretty complex, so I'm expecting it to take more time than my port of Sorcery of Uvutu. I intend to follow up as much as I can on all my promises, making it as good as I have been designing it to be.

gameblabla:
I see that you are reusing a lot of your previous code from Sorcery PC.
In fact, it looks like you are instead attempting to revamp your old code rather than start from scratch.

Btw, you forgot to put the fonts from previous game in Gateway.

123outerme:

--- Quote from: gameblabla on October 15, 2017, 08:59:09 pm ---I see that you are reusing a lot of your previous code from Sorcery PC.
In fact, it looks like you are instead attempting to revamp your old code rather than start from scratch.

Btw, you forgot to put the fonts from previous game in Gateway.

--- End quote ---
Yeah I'm trying to reuse what worked and rework what didn't. No need to reinvent the square wheel on this one. I did forget to include the font in here, let me change that now.

123outerme:


Here's my new progress! You can see that all the "event" tiles, or puzzle mechanics, are displayed onscreen. I also implemented button and door behaviors, with framework to do the same thing for each tile. I also did a lot of work on the map toolchain, making it so that each program can be compiled with the same header file(s), meaning no extra bloat in the build directory, among other changes like always displaying event tiles there too.

xlibman:
I like the idea so far and I definitively notice the inspiration from SoU. The graphics look cool together by the way.

Navigation

[0] Message Index

[#] Next page

Go to full version