Life is being demanding right now, and it's unlikely that I'll be able to finish this as a proper game, but at least I'll try to have a working prototype. Latest addition includes a basic Actor system so now I can start adding things to the maze.
Work In progress! A minimalist RPG created for the Low Res jam 2016.
Developed from scratch using the Monkey language, which will allow it to run on multiple platforms. I'll post the full source code once there's enough of it.
- Only 4 equipped items at a time. When you find a new item, you have to choose between it and one of the items you're already carrying
- A bag provides 4 slots for small single use items, and equal items can be stacked.
-Stats will be very simple, possibly Health, Attack, Defense, Speed and Magic Resistance.
- Speed will affect how many actions you can take per turn (like Action points in some RPGs)
- Combat will be turn based
Log in with your itch.io account to leave a comment.
Pretty cool so far. First time I hear about this Monkey language. I'm guessing you're using the miniB3D module?
Actually, it's all fake 3d, done with sprites. Old school! I'm trying to keep it limited to something an early 80's computer could do , although I'm using probably more colors than I should. Monkey is pretty simple and is great because of its simplicity, but the issue is that getting the basics (a hierarchy graph and entity system, collisions, etc.) can be a pain, since it doesn't come with a default engine.
Nice idea and graphics. Looking forward to see a finished game (or some monsters at least :))!
Thanks! A day job and a baby can be very demanding, but I'll do my best! :-)
A day job and a baby can be very demanding, but I'll do my best!
That's my story too :) I hope to finish my game in time, and I wish you the same. It's dangerous to go alone, here, take this ring with INT +10 and STR +16 stats.
Another small update. Now with smooth transitions between tiles and a basic minimap. Almost done with the maze navigation code, the only thing missing it a second layer representing walls not directly in the player's path (you can see this issue around corners sometimes). After I figure that out, next step will be populating the maze with monsters, traps, locked doors and loot. None of it interactive yet... that will come later.
Also, currently you can't walk backwards, which is kind of a pain, but it saves me the trouble of playing the tiles animations backwards. I'll probably add that at some bonus round in the future.
Updated with the "maze engine" in much better shape. Still needs quite a lot of work, and I disabled the animated transitions to make things a bit simpler for now. Eventually walking around will be more satisfying. For now, damn this is hard! Should have picked something simpler to make! :-)
Hi, I'm moving from mockups in Photoshop to actual game code right now. Not a lot of time to do it, only 2 to 4 hours per night, so wish me luck!