Game
Belgrad: Curse of the Castle
10 years ago

Almost there...


Belgrad: Curse of the Castle is almost done. The cinematics are in place. Controller support is taken into account for the control explanations. Certain secrets are taken care of.
…but now, I need original music.
(ahem) I said, I need music.

…okay, then. That’s pretty much what I’m working on now. I still would appreciate help, though.



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Here. Just to give you an idea as to what I'm going for.

The character and GFX are temporary, but they help me realize what I want to do with the engine.

The floor's movement, being a view drawn onto a surface, is still one frame behind.

However, I figured it's more efficient to draw walls separately than to use blocks for indoor segments. They can stretch and keep doing the depth math accurately.

Yep. I've got floor tiling. Kinda had a problem with arranging the sight-box at angle 270, but I've got it down.

I'm wondering if culling the walls is the right choice for indoors.

It took a while, but I got rotating flat sprites going.

Technically, it's a polygon, but it works.

If I were to do sprite-stacking, I have a basis, but my primary use for this is rotating attack animations.

I got the culling working for wall decos, but just in case, I made it optional.

I've also added screen-shake a while back, as well as roofs.

Again, I'm still working on the base engine before I move forward with everything else.

Testing out a tentacle...

For some reason, I wanted to experiment with a different thumbnail.

Screenshots for Belgrad: Curse of the Castle

...huh.

Didn't realize that debug mode was different on that version of Game Maker. Also shows WAY too much for players to use.

You can also click and drag some of those elements.

If I'm gonna optimize the Towers engine, I'm gonna have to figure out where to cut off drawing certain objects.

Thankfully, this isn't REAL 3D, so it makes optimizing easier.

...maybe.