As promised! A new demo is available!
Adventure.love
Press S at any time to SAVE your game. Then relaunch and see how it acts differently. Also, NEW GAME now works. It doesn't ask for confirmation yet though.
New in this version:
I'm playing around with targeting as a feature so I made it so an algorithm finds the closest enemy and returns its index. I hope to use this in the future for targeting with your weapon, or something like Z-Targeting like 3D Zelda's have. Part of my combat system. For demo purposes, the closest enemy is circled in red or green depending on the distance. This will be changed to a hovering arrow in the next version like how modern Zelda's do it.
Scenery is in place. Two types so far. Static one frame and animated ones. Scenery can be inserted into a scene at any point, when a map loads, or when a script runs, whenever. Future plans for this include rotating and scaling scenery and moving scenery.
For no reason the puff of smoke now rotates and scales just for effect. I hope to eventually make it
look like it does in Wind Waker. Or at least a similar effect.
The demo scripts have been tweaked to be a little more entertaining and to flow better. There is now a goal, and some macguffin's.
The inn now works. You can sleep to regenerate health.
If you press E, the map will fill with randomly placed enemies for testing purposes. If you do this inside, you will also get unreachable enemies outside the walls. This is just for debugging.
The beginnings of a simplified map system are in place. In this version grass is not drawn. Unless it has the little "blades of grass" or "flowers" details. Instead the background is colored the same as grass would be and grass tiles are not drawn. This cuts off around 100-200 tiles per screen. Eventually almost everything will be scenery. In time everything will fall into place.
When you walk into a wall, the player will center itself on a tile. It's a hack right now, eventually it'll move towards the closest opening in the wall. This is to make it easier to hit narrow openings. It's a little buggy right now, but it's better than before.
Killed some bugs. Including yet another one with the boomerang. I plan on moving boomerangs and bombs out of the projectiles table and putting them in their own places to avoid conflicts.
Future Plans:
Make an animation when a dropped item is picked up where it will fly into its respective place on the status bar. I want to make it bezier curve there though, where it goes up, in an arc and down to its location. So I'd need to get the X and Y of the item and X and Y of the status area then animate along the curve.
As mentioned, targeting. Probably toggled when you press Z or a key. When you are targeting an enemy your attacks would go in their direction. I hope to have a player sprite that has more than four sides though by then. (i.e. I'll need angles for all 8 directions instead of just up, down, left and right.)