Next up
The working title is "A Memory of Owls". I'll start a devlog if this project survives that long.
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)
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.
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?
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...
Time portals implemented. And that one enemy that is certainly not stolen from Super Mario!
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.
New things:
- Map (it shows the map of the whole area, but only the solid tiles, not items or anything)
- Blood shards that you need to collect to craft a blood gem
- Better graphics for the title
- ...and some minor things?
Some progress. I'll start a devlog once I decide the name for this game (the working title is "A Tower for Memories").
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