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A Link's Awakening inspired Dungeon Crawler

A topic by Skazdal created Oct 03, 2016 Views: 4,846 Replies: 33
Viewing posts 1 to 20 of 33 · Next page · Last page
Submitted (2 edits)

Hi!

So this is going to be my first long Jam, it's going to be interesting on the side of time and resources management. Even made a planning and all. I'm doing it alone.


The pitch of the game is in the title: Zelda's Link's Awakening gameplay, Several playable races with strengths, a few weapons and items, randomly generated dungeon and monsters to bash to get out. Every room is a single screen, just like GB's Zelda. The random stuff is actually the most frightening thing of the package, I already vaguely tried my hand at it in a LD but it was hard. Hard but really funny to see stuff growing out of nothing, following rules you decided.


So far I have the movement of my characters, graphical bugs during movements because I use frameskip to move objects slower than 1pixel/frame, camera going from a room to the other, a corner assist script to helps the character... going around corners, the auto-tile for the walls, and of course the pixel perfect camera. I can up scale the screen as I want, using round zoom values.

Here is a .gif of the thing running:



More pics to come!


- Skaz

Submitted

I like the transition between rooms.

Submitted

Great art! :)

Submitted

Thanks!

Some progress: rock texture for the walls and autotiling floor!


Now, on to the combat!

Submitted

This looks so damn good. Transitions, art and ui is certainly on point. Looking forward to checking it out when it's done!

Submitted

I love Link's Awakening! Your game is looking really good, I like procedural generation. I'm looking forward to play it in the end!

Submitted

This looks really good.

Submitted

Thanks everyone! Hope I'll be able to do as much as I can, but sure thing I won't drop it at the end of the jam, I WANT this thing completed.

Slow progress, here is the sword and shield gameplay!

Might animate the character sprite during the attack, but I'll leave it as it is for now. Time is running! You can notice a difference between this and Link's awakening: you can strafe when attacking and shielding. Will make thing way enjoyable. The actuall attack is working but there is no enemies yet.

Now to the actual enemy!

Submitted

The sword animation is g8

Submitted

Great idea and the mood of the game really fits with the graphics and theme. Looking forward to trying this. Nice.

This looks great. Link's Awakening is my fave Zelda game (with only the similar Oracle games and Link to the Past coming close) so I'm keen to have a go on this. :)

Submitted (1 edit)

Thanks guys!

Here is some fresh news, combat code is progressing!


Directional knock back, damages, enemy basic wander movement are in.

I also remade the movement code to allow lesser than 1 movement values, it wasn't fun but necessary. Here the dwarf moves a 0.75 pixel a frame, and skeleton at 0.5, without ever moving half pixels.


Now on to the shield doing actual shielding!

Submitted

Actual hearths showing actual health points: CHECK

Shield deflecting attacks from enemies in front of the character: CHECK

Pushing enemies around with the shield: CHECK


Now lets relax a bit and make the skeleton animated and facing it's moving direction. Then, the skull they leave on death will be a projectile, will land far from the player, and after a few seconds will grow a new skeleton if not crushed! Better dispatch them quick and one by one, they may be slow, stupid and weak, they will be a real pain in large number.

Very cool.

What do you folks use for making these GIFs? I tried GIFCAM but it seems to take me forever to get it working properly and outputting a non-glitchy gif.

Submitted (1 edit)

Licecap!

Submitted

Awesome idea and execution!

Submitted

Here's hoping that Orc on the right ends up playable in the final version! I love being an Orc. :)

Submitted

Morning is awesome for bug-fixing. I had tow annoying bugs I couldn't squash before going to bed. Took 5 minutes to fix this morning. I take good note of that.

I also relaxed doing some sprites, here are the new skeletons!


Ok, what now? I'll make the skull ejection and resurrection, then it might be a good idea to make the bow at least before going to the random gen. It really going to be hard to make something as complete as I want before the deadline.


Submitted

Ok THAT WAS QUICK.


Resurrection animation? Well maybe after the jam. Now on to the BOW AND ARROW! I might have to reduce the absolute maximum hearth possible or make them smaller if I want to put an arrow counter somewhere...

Submitted

It's done! Bow shooting, arrows that stay stuck in walls, and that's all for now.


Next is a break, after the break, maybe the first step in the proc gen direction?

I want to play.

Viewing posts 1 to 20 of 33 · Next page · Last page