Game
A Palace for Fools

6 years ago

This happens if I put every 15 different enemies to the same room. At least no one of them is skipping through walls like they used to... There won't be more than 3-4 enemies max per room in the final version, though, this is pure testing.




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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.

Slow progress is better than no progress, eh?

I added two new enemies (fish & hat), chests and life containers. And pause screen. Plus a lot of bug fixes you cannot see in the gif.

Note that this is still the test area.

Here's some #art. You don't have to thank me.

E P I C You might think that since I have final boss done, the game is always finished? Well, yes and no, I still haven't started doing the actual game maps, I have only test areas...

Sometimes I start a project but I lose motivation to finish it. This is one of these projects. The source code is available on Github, though, and there you can also play the prototype:

https://github.com/jani-nykanen/unnamed-dungeon-crawler

Some progress. I'll start a devlog once I decide the name for this game (the working title is "A Tower for Memories").

I implemented simple dialogue boxes. Since the resolution is so small (160x144), the dialogue will be short & compact. And yes, it will be skippable.

(I know, not much a progress, but I'm pretty busy writing my master's thesis right now)

Version 1.0.0 released

This is the main (stable) release.

New things:

- Map (it shows the map of the whole area, but only the solid tiles, not items or anything)

- Blood shards that you need to collect to craft a blood gem

- Better graphics for the title

- ...and some minor things?

And back to development hell/heaven! Next thing to add: items to the shop, obviously.

(EDIT: and maybe edit those chains, they look a little silly)