Next up
Savepoints added. The game uses localStorage for saving, no cloud stuff. The title screen is a placeholder, will have some fancy background later.
I added that "respawn" function to make sure the player won't get stuck...
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)
I have had bad luck with my projects this year, so I decided to make a sequel for A Graveyard for Dreams. Maybe I will finish this project one day, maybe not, but at least I have fun making it!
Version 1.0.0 released
This is the main (stable) release.
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.
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:
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.
I still don't have too much time to work on this project, but I'm still going to (try to) finish it by Christmas.
I added a new type of portal that will send the player to the final area of the game.
Here's some #art. You don't have to thank me.
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)
0 comments