Game
A Palace for Fools
6 years ago

I'm taking a small break from the development of this project. I have some real-life (what's that)... let's say "responsibilities" that take a lot of my time. I'll be back to this project later this month or on December.




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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.

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

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.

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.

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.

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.

Now you can buy items. I might add a confirmation box that asks if you really want to buy that item. Maybe.

Drawing those propellers took surprising amount of time, but hey, now you know how the palace can be flying!

Next thing to add: gamepad support?

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...

Stuff

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