Next up
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.
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)
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...
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...
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.
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'm just posting this to show that, yes, I'm making some progress (not much, but little). I have mostly fixed some bugs and other things that aren't "giffable". I might be able to finish this thing before the next year.
Time portals implemented. And that one enemy that is certainly not stolen from Super Mario!
The working title is "A Memory of Owls". I'll start a devlog if this project survives that long.
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.
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