Next up
New features: shop, doors, more items and a working save system.
I just tell you that programming menus is pain. The game code has so much spaghetti I could start a restaurant.
But(t) it works, and that's the main thing!
I started working on the actual game map (the map you have seen in the gifs and videos was a test map), and here's the progress this far. About 50% done.
I have had bad luck with my projects this year, so I decided to make a sequel for A Graveyard for Dreams. Maybe I will finish this project one day, maybe not, but at least I have fun making it!
I added some treasure chests, NPCs, message boxes, menus and the title screen. They kind of work (health chests work, but all the treasure chests will give you a dummy item...)
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.
The working title is "A Memory of Owls". I'll start a devlog if this project survives that long.
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:
(don't let the video "thumbnail" confuse you, this is a new video!)
Hey cool, video uploading is up (heh) and running again!
I added intro sequence and intro map to the game. The story is going to be a bit more minimal than I originally planned.
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.
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