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gamedev 

I've changed the way how doors and keys work. Now you have colored locks and you need that colored key in order to unlock it (much like in Doom).

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gamedev 

Replaced the wood tiles with charcoal colored ones. Wood didn't look good mixed with the metal-like walls.

I've also changed the tile format for the levels. 1st digit is the tile type, while the 2nd digit is the tile that appears on screen. It broke compatibility with my level files, obviously, but it's worth it because now the tile maps are readable.

Also, the first level you see in this video was just some sample output generated from a procedural generated cave algorithm on the roguebasin wiki. I just converted it to my level format. It kind of looks without a cave tileset though.

roguebasin.com/index.php/Rando

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gamedev 

Replaced the Zelda tileset with my own. I even added an extra wall tile for forward-facing walls.

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gamedev 

Create a life capsule, which increases your max hp and a new enemy that takes 3 hits to kill.

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gamedev 

Rearranged the UI. The health bar is now on the left. Looks much more natural.

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gamedev 

Added an actual health bar. I probably should move it before the key counter because it looks weird the way it is right now.

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gamedev 

Added a second enemy class. This one takes two hits to kill, while the first one now only takes one hit to kill.

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Mainly gaming/nerd instance for people who value free speech. Everyone is welcome.