HeroSquare Adventures 0.91 - Dungeon!

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Gnx
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HeroSquare Adventures 0.91 - Dungeon!

Post by Gnx »

Image
Hero Square (in white) and the first dungeon

Controls:
arrow keys - maybe you can work this one out
s - hit with sword to the direction where your..side is pointing
d - uses item
a - switches item
r - reloads the game, needed when you die

UPDATE 0.91
*added a completely new start level
*added enemies
*added sounds
*added music
*added new scenery
*added new objects
*fixed control bugs
*fixed player collision bugs
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UPDATE 0.71
*bumped the version number up a whole bunch in honor of Löve ;)
*fixed a number of performance issues
*added sound effects
*added a new main theme - you listen to the same one about 3000 times during development and it starts to get to you
*fixed using items
*tweaked player speed etc. details
*changed how wood pickup works, making obstacles is gone for now

UPDATE 0.065:
*added fire
*fixed collision detection
*added items and a powerup
*lots more scenery
*new music
*drawing order slightly better
*obstacles and solutions(gameplay!)

bugs:
*still some drawing issues
*lots of fire can slow down things
*all items are "used" to the right side of the player(not a bug but lazy coding for now)

UPDATE 0.058:
*its prettier
*more music
*more scenery
*a new tree type
*wood now accumulates logs which can be put down
*weapon as item
*re-did level loading (not much consequence to the game right now)

bugs:
*mostly drawing related

UPDATE 0.05:
*fixed stuff, stuff looks pretty ok now
*added dirt
*added music
*made game less ugly
*changed font
*puzzle elements

bugs:
*z-ordering still a bit flaky
*dumb enemies
*random is still sometimes too random

UPDATE 0.04:
*fixed almost everything, broke some good stuff
*added water
*added randomization to pickups
*much bigger map
*new dungeon replacing the old one
*adde some stats
*destructible grass patches

bugs:
* enemies pass through objects in the grid square where they originated, probably simple but couldn't figure it out yet
* drawing order is in hell, illustrated by water
* enemies get stuck on things every once in a while
* world generation has no overlap check so dead-ends and stuckness ensue


UPDATE 0.03:
* fixed everything again because everything not only was broken, but also stupid and wrong
* added an enemy type (4 total)
* added pickups (3 total)
* there is still a dungeon with the only unique creature in the game
* it is widescreen now, sorry 4:3 folks
* for love 0.70 there is a crude level editor, "e": activates "leftmouse": drops an object "rightmouse": changes the object

UPDATE 0.02:
* fixed everything because everything was broken
* added 2 enemy types (3 total)
* added items
* there is a dungeon now
* all important grass patches are now implemented

Download link:
http://akseli.virtuaalipalvelin.net/her ... e_091.love
Last edited by Gnx on Thu Apr 07, 2011 10:14 pm, edited 13 times in total.
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arquivista
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Re: Project Z - a top-down action rpg

Post by arquivista »

I salute the entry of another RPG (as a kind of roguelike Barrelike "cousin") in LOVE world.
For now things seems promising and I like the conceptual minimal art feel of the game.
What is the thing that is dropped when a tree is killed? (yes, i spent a couple of minutes killing a 999hp tree since my 3hp can't handle a fight with a near 100hp mob)
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zac352
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Re: Project Z - a top-down action rpg

Post by zac352 »

I should make an isometric engine and make a huge rpg so everyone will be all like :o
:3
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zac352
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Re: Project Z - a top-down action rpg

Post by zac352 »

arquivista wrote:I salute the entry of another RPG (as a kind of roguelike Barrelike "cousin") in LOVE world.
For now things seems promising and I like the conceptual minimal art feel of the game.
What is the thing that is dropped when a tree is killed? (yes, i spent a couple of minutes killing a 999hp tree since my 3hp can't handle a fight with a near 100hp mob)
rofl
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Gnx
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Re: Project Z - a top-down action rpg (0.02)

Post by Gnx »

Shameless bump, but it is *much* better now.
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Re: Project Z - a top-down action rpg (0.02)

Post by arquivista »

Gnx wrote:Shameless bump, but it is *much* better now.
Yes it's. I actually managed to kill a mob. And the guy got now a larger penis! ;)
Now show some "balls"! Improve it more :D
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Re: Project Z - a top-down action rpg (0.02)

Post by TechnoCat »

A bunch of people told me not to do things, so I did what they said not to do. I got to the edge of the map and got killed by ghosts.
Gnx
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Joined: Sun Nov 09, 2008 6:38 am

Re: Project Z - a top-down action rpg (0.02)

Post by Gnx »

TechnoCat wrote:A bunch of people told me not to do things, so I did what they said not to do. I got to the edge of the map and got killed by ghosts.
See its got that morality system where you are punished for not following good advice, and of course soon I'll put in some bad advice that will be indistinguishable from the good ^^
Gnx
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Re: HeroSquare Adventures (Project Z) 0.05

Post by Gnx »

bump it goes
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Re: HeroSquare Adventures (Project Z) 0.05

Post by arquivista »

with 0.05 it's getting better. saw the water stream for the first time and liked very much the flow of water (however enemy are too stupid to avoid it lol). saw too the altar, ok it's a trap but seems you like to don't give any chance to players. I believe u should focus a bit on map construction. there are too much elements that get layer stacked (in particular the large brown "rocks" ?) so map turns to be a lot confuse, not very clean and unpleasent. Maybe help if you change the dark blue background to another "ground"/"grass" color to give some "reality". All the rest I believe It's fine for now.

PS1 About bugs did't find much but perhaps the major thing to fix is that "blocky" large things disappear before we reach the camera limit.

PS2 "m" seems to turn the music off but why can't we turn on again too? ;)
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