Here's a bit of animation for when you obtain a new power. I spent most of today making puzzles, but you'll have to play the game to see them :)
Haven't had much to show lately. Mostly having a somewhat difficult time putting things together and figuring out how it should work. I have made progress though! First I changed the title screen to make the menus more readable and added an intro animation.
And the beginnings of a level and actual gameplay.
Hi all - I've been enjoying seeing everyone's progress - you are inspiring!
I finally have some WIP footage to show of my Liber Cryptis game - got my maze navigation in and a start to making the environment tiles prettier (I had simple wireframes a la Wizardry 1 before). Still a long way to go!

And I just noticed how extremely dark it looks against a white background here. Might have to tweak the levels a bit.
So it's going to be an exploration/inventory management/trade game where you control a trade ship and you have to sail across a big, unmapped ocean to both find and trade with multiple islands with a procedural economy. You can set a course and sail in any direction indefinitely while you manage your inventory and stats and stuff so sailing isn't too much of a bore, but you have to pay attention to where you're going because if you crash while you're moving too fast, the game's over.
The main goal is pretty much to survive and to make as much money as you can at the moment. I guess I should come up with an idea for a win state, though, huh? Haha!
Sounds cool! As for a win state, could always have a few options, some potentially endless games have life goals, such as amassing a certain amount of money. You could do that, and add it other more fitting elements like' Find X number of ports, Sail X distance, etc. Then the player could choose whether it's going to be a short game or a long game. :)
So my project finally has some gameplay. Movement, melee combat and ranged combat are working. Some things are still wonky and especially the UI has to be improved. The most important next steps will be an interesting AI, different enemies and spawning interesting stuff on the map. At least I got an idea for framing whats happing and whats the goal. Here is a gif of the ranged combat (the animations play, but the game/ai turn does not wait for it to finish...and the enemy is a placeholder):
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Been super busy most of yesterday and today, so still not much progress, at least not exciting stuff. I'm also booked all day tomorrow, so I won't have time for more until the weekend >w<
Since last time, I managed to find a way to get tiles animated in GameMaker, which is horrendously more difficult than it should be. So far I'm just using it so the water actually looks watery now, but I'll surely find lots of other ways to use this system. Here's a gif:

I also completely rewrote all of my movement code. Long story short: it was shitty and buggy before, and totally awesome now. It also supports diagonal walls now, so you won't get caught up on terrain as much anymore. Here's another really unexciting gif:

I realise these things are not very showy, as it's mostly behind-the-scenes work. But if I don't put effort into these systems, the game will be shit. Next up is the combat system, which is probably when the game will get really exciting!
It's just my 2nd jam here, I think it is a really interesting one! I don't know if will have time to make lots of features but I hope to do something at least playable and fun ^^
Here's a quick preview of my space/collect entry, in pure 64x64:
Really good stuff from you guys until now! I'm looking forward to play all your games :)
Finally going to drag myself to bed, here's some screenshots from today, all about archers. :)



They do have a melee attack as well, where they jab their foe with an arrow.
I also worked on the AI for a bit, it can now save up to launch periodical fullscale attacks, and they will get progressively larger.