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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.
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.
The working title is "A Memory of Owls". I'll start a devlog if this project survives that long.
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.
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.
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:
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?
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...
Some progress. I'll start a devlog once I decide the name for this game (the working title is "A Tower for Memories").
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?
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