0 Members and 1 Guest are viewing this topic.
I like it so far. Do you plan to add some colors for later levels or some enemies or will it be mostly white text? Also I like how it's similar in style to FFMF launch, but I guess since that's the main trick to get rid of the busy indicator while still using 320x240 mode, it's fine
Have fun in this project ! I love roguelikes, so I hope you'll get to finish it soon.
I am curious about how random dungeons will be generated by the way. This posed issues to former Rogue-like project authors before, due to speed. In your case the maps seems Mana Force-like, so maybe it won't take that long to generate dungeons, but I was wondering.
Aah that could actually work. Just make sure that dungeons are not just grids of wide-open room, as in having every room have exits in all 4 directions. Some mazes would help making the game so that it's not repetitive. You could generate dungeon maps from presets too, though (eg a cross-shaped dungeon, a maze-like one, a wide-open one, and so on)You could maybe even add wall colors but only select colors from a limited color pool, so that you could also generate dungeon names with two words (eg Green/Fire/Ice/Dark, followed by Woods/Forest/Cavern/Dungeon/Temple) to spice the game up
For enemies, if you have two enemies at once in the screen, you could make them so only 1 move at a time. They would move twice slower than you. Zelda II encounter style seems like a nice idea, but would you have the battle screen separate and 2D like in Zelda II?
Do you plan to have a floor like in Illusiat 8, 9, 11, 12 and 13? I kinda prefer when RPG battle layouts have both the enemy and your character in the same section, not separated like in the first Final Fantasy game on the NES.
Yeah I mean like in Illusiat 13 battles.
o / m--- / ---
Page created in 0.16 seconds with 55 queries.