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gamedev 

I tried to make crudely drawn skeleton sprites based on this 16x16 character base sprite.

opengameart.org/content/base-c

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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gamedev 

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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gamedev 

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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I think more game studios (namely those who produce freeware and FOSS games) should be funded via crowd-tipping sites like Patreon or Liberapay. That way, they can receive a regular income while giving there games away for free. It seems like a better way to do the donationware model than just one-time donations. It might even be better than relying on game purchases, depending how often people buy your games.

gamedev 

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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gamedev 

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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gamedev 

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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gamedev 

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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gamedev 

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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gamedev 

Finally added text on the game over screen. It's weird that I always neglect details like these.

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gamedev 

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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gamedev 

Finally, the key is no longer using the coin sprite as a placeholder and now has it's own texture.

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gamedev 

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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gamedev 

Created a sand tileset. That appears in-between the snow tileset and purple tileset.

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