Game
A Palace for Fools

6 years ago

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)




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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

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.

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.

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.

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.

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.

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

Stuff

Devlog is coming once I draw the logo and create the game page.

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

The working title is "A Memory of Owls". I'll start a devlog if this project survives that long.