Finally, the key is no longer using the coin sprite as a placeholder and now has it's own texture.
Notices by xianc78@gameliberty.club, page 3
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:49 JST xianc78 -
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:49 JST xianc78 Added lives, including an extra life item that sometimes appears in the dungeon shops. I even plan on going so far as to delete your save file if you run out of lives.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:48 JST xianc78 Created a texture for the extra life item. It looks kind of weird. I tried to make it look like a stick figure with a plus sign, indicating an "extra life", but it turned out kind of odd.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:46 JST xianc78 Implemented saving and loading. Game saves automatically every time you enter a new floor, but you loose your save file if you run out of lives.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:46 JST xianc78 Finally added text on the game over screen. It's weird that I always neglect details like these.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:45 JST xianc78 I'm thinking about what else to add. I could add more enemies, but I need to come up with enemy behaviors that don't require major reconstruction of the base Enemy class.
I don't know if I will add bosses because the player only equips a sword, which severely limits the potential for boss battles. Originally, I planned on having the player equip bombs for bomb-able walls, but placing such walls would've been difficult for the dungeon generation algorithm. Arrows and other projectiles seem kind of pointless. Either I limit the amount of arrows that can be shot/thrown, or I give the player unlimited arrows. The former would make it frustrating if the player was in the middle of a boss battle that required arrows and he/she ran out. The latter would effectively make the sword useless. That leaves only the boomerang as a possible second weapon.
Anyway, I don't plan on making this game grand or anything. This is really just a "practice game" for something I plan on making later on. That future game will have a much better dungeon generation algorithm.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:44 JST xianc78 Added a slime enemy that takes one hit to kill.
I plan on balancing the enemy placement, having the stronger enemies appear in later levels because right now there is no change in difficulty whatsoever.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:44 JST xianc78 Well, I did add one enemy, but it is just a stronger variant of a previous one.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:43 JST xianc78 Key and shield icons are now dark when they player doesn't have them, but light up when the player has them, instead of just appearing on the HUD when the player has them. The sword icon now indicates whether you have the wooden or white sword.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:43 JST xianc78 Added text on the health bar to represent the HP and maximum HP.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:42 JST xianc78 I got the credits implemented. Right now, it's literally the same as the credits in Distant Ruins because I used the same source files along with the credits.txt file from that game.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:41 JST xianc78 Adding the difficulty curve to the game by making it so that certain enemies only appear in certain levels. For example, for the first four levels, only the slimes and skeletons appear.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:41 JST xianc78 And I forgot to upload the video.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:40 JST xianc78 Added a "game over" jingle.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:39 JST xianc78 Replaced the BS Zelda slime sprites with my own.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:39 JST xianc78 I'm now in the process of replacing the copyrighted assets with free-to-use assets or my own. So far, I only replaced the graphics for one enemy.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:38 JST xianc78 Replaced the BS Zelda skeleton sprite with one from Open Game Art, but it looks to small. I tried to look everywhere for 16x16 skeleton sprites and I can't draw my own, but this was the only one I could find.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:38 JST xianc78 Replaced the sprite for the blue octorok-like enemy with one of my own.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:37 JST xianc78 I tried to make crudely drawn skeleton sprites based on this 16x16 character base sprite.
https://opengameart.org/content/base-character-spritesheet-16x16
It turns out that I can't draw a skull from the side so it ends up looking weird from the profile view. It still looks small compared to the player sprite, but I plan on using the same base sprite for the player.
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xianc78@gameliberty.club's status on Sunday, 10-Nov-2024 11:24:36 JST xianc78 Added the first and possible only boss, which will appear in the final floor. It's basically just like the Ghoma in the Zelda games except you attack it with the sword as it's the only weapon in the game.
Though given the limited window to attack and the fact that it takes more time to charge at the boss than it is to strike it with a projectile, I don't know how this boss battle will pan out, but I feel like without a proper final boss, the game would end anti-climatically. Also, due to the fact that levels are randomly generated, there is also an issue that the final boss room can be entered from the south, meaning that you will end up behind the boss when the battle starts. Maybe, the final floor can be just a single corridor that leads to the boss, instead of a randomly generated dungeon like the rest of the levels.
Anyway, I just want to get this over with and move on. After working on this project, I can clearly see why Nintendo never considered making a Zelda game with random dungeons. Not saying that it's impossible, but there are so many things you need to take into account (lock and key placement, metroidvania elements, etc) and they are much harder to implement in a randomly generated dungeon compared to a simple roguelike dungeon.
After this, I plan on creating a simple adventure game to practice things like event flags and dialogue trees.
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