Battle Cry v0.1.3 - Depth, Camera, Ghost!
Posted: Tue May 08, 2012 9:55 pm
Hi,
This is the forum post where I will be writing about my latest attempt at making a game. It's name, for now, is Battle Cry.
I'm trying to make a mixture of several games.
The code is visible on github:
https://github.com/kikito/battle-cry
The game is terribly incomplete at this point. I can't call it a beta or an alpha yet. I'll call this version 0.1.3
Here's how it looks right now:
And here is the current .love:
This is the forum post where I will be writing about my latest attempt at making a game. It's name, for now, is Battle Cry.
I'm trying to make a mixture of several games.
- The graphic style and gameplay should be similar to zelda
- The game will be much more combat oriented, with nearly no puzzles, and the player fighting with several monsters simultaneously. So in a way it will be inspired by gauntlet
- Finally, I want to have procedurally-generated levels, and I want to have a non-trivial magic and abilities system, inspired by roguelikes.
The code is visible on github:
https://github.com/kikito/battle-cry
The game is terribly incomplete at this point. I can't call it a beta or an alpha yet. I'll call this version 0.1.3
Here's how it looks right now:
And here is the current .love:
- The player controls the little guy on the left.
- The other guy will try to follow him around, but only when it can see him. Otherwise he just stands there. Notice that he can "see" through the glass windows.
- The pterodactyl with sunglasses is scared of the player and tries to flee from him when it sees it. It can fly over holes, which are impassable for walking creatures.
- The ghost can fly, will follow the player if he sees him, and can go through walls. However, it can't see through opaque walls.
- z-sorting. Entities are not drawn in the right order. The ones at the top of the screen should always be drawn first. I've to think this through, because likely the tiles will also be involved on this at some point
(I plan to give some tiles a bit of depth, as in here). - There is a theoretical bug in the tile collision system. I say theoretical because I know mathematically that it should happen, but I've never been able to reproduce it. In any case, I should plug it all the same.
- Out-of-map check is not enforced. Bodies are "free" to leave the map, if not restricted by AI or their body limitations. I want to enforce this.
- Sight should have a finite span. Currently an enemy can see the player from the other side of the map.
- I'm considering making the map a global variable. Yeah I know. But having to pass it around to all beings is not fun.
- I want to separate bodies from their animations
I'm starting to need a camera and scroll system.Once I have the flying thingy, I want a ghost. Something that floats and also crosses walls.- Then I'll make a menu to select the player body - human, flying solid thing or ghost!
- Collision between entities not checked
- Artists! I know you may feel overwhelmed by my artistic dexterity by now. Don't! I can probably use your help, even if you are not as talented as me. Let me know if you are interested in drawing a frame or two, or maybe some tilesets. Bonus points and an extra heart if you like Zelda - A Link to the Past!