Hello everyone!
I’ve spent some time working on something maybe more approachable for a first timer than the game I presented in the other thread.
I’ve always wanted to make a Dungeon Master/Ultima Underworld (or more recently, Legends of Grimrock…). A while ago I contributed some graphics to a high end product of similar gameplay, but it never got built.
So I decided to give a shot at coding it. Since I still don’t know C++, I used Processing. So far, the filesize is 19.6K including my code and the GFXs. I’ve read the board and it seems a lot of you prototype their projects similarly with javascript, etc.
I’ll post a video and screens at the end of this post. I still need to code the fight system, and most annoyingly wrap my head around how to approach the pivot left/right problem.
I have several questions:
- Enemies: should they move? I could have them attempt to follow the player or stay static. if I use a quadrant base navigation, it should be straight forward.
- For those of you that enjoy that type of game, what usually drive you to play them? solving a complex maze? collecting stuff? My level is just a very simple gameplay zoo for testing purpose right now, but I want to know how complex and big I need to get. (no random maze generation, it’s beyond my skillset)
- Being at 19.6K right now, still missing images for enemies (I doubt I’ll be able to animate them), should I worry? Am I dangerously close to the limit? I may be able to optimize a few things on my splash page and UI and claim so KB back.
- About the pivot left/right then move forward, it may create some weird disconnect with the minimap (that is always pointing north). Do you think it’s a problem?
- Any one interested taking my code and helping translate it into C++? I plan to learn it, but I’m also impatient and I know it would go faster if someone could take my source and port it to C++. I believe my code is both clean and simple. I wouldn’t mind a collaboration on this.
Anyway, here’s a video I recorded of my prototype (I made it 4 times bigger than the 128*64 screen for testing/recording purpose, but that’s just 2 lines of code to change it back to the original format.
Video:
Screens: