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Who would have guessed, making a puzzle game with metroidvania-like progression for MS-DOS with CGA graphics didn't really work, but if you want to try it, see here: https://github.com/jani-nykanen/the-curse-of-cga (see "Releases"; requires DOSBox)
I still had fun, though.
This is what I did today (picture from Tiled). It still needs to be tested, though. My deadline is next Monday, so two days should be enough time to finish this. There are a few bugs to be fixed, but they are not necessary.
Some progress. I'll start a devlog once I decide the name for this game (the working title is "A Tower for Memories").
Some funky hand-drawn animation. And I really mean hand-drawn animation: I drew the frames on a paper with a pencil and then scanned the result and created the gif.
Night is coming.
Note that "night" is just used to reveal some objects that are required to collect to enter the final area, it's not a distinct game area.
More about it later.
Elephant hunt. Combat is still work-in-progress, some details and one attack is still missing.
I almost forgot to implement death. Well, here it is.
A very bare-bones shop that, however, mimic shops seen in some NES & GBC games. The prices are temporary. Speed boots not implemented yet. If you can afford something, you'll buy it by touching it, and if not, then you can walk over it with no effects.
Stuff
Devlog is coming once I draw the logo and create the game page.
New things: - Item drops - Two new enemies (wraith & bee) - A crystal ball that will turn these pink floor tiles on - The test map is now looping, and so will be the main map, too - A test item that can be obtained
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