Team Zankar II - The Revenge
This time, it's personal
Awards
Scores
Ratings (show detail)
Overall: 2.9
Fun: 3.0
Production: 3.2
Innovation: 2.5
Files
File | Uploader | Date |
---|---|---|
towertrial.zip
— final
Final Version |
atiaxi | 2007/04/08 01:09 |
towertrial-rc3.zip
— final
RC3 I'd be happy with if this was the last one |
atiaxi | 2007/04/07 21:43 |
towertrial-rc2.zip
— final
RC2, Has every feature on my 'must have' list |
atiaxi | 2007/04/07 18:20 |
towertrial-200704071415.png
RC2 in action |
atiaxi | 2007/04/07 18:17 |
towertrial-rc1.zip
— final
RC1, still not really complete |
atiaxi | 2007/04/07 13:10 |
towertrial-200704042142.png
Your mighty arsenal |
atiaxi | 2007/04/05 01:44 |
title.png
Bad-ass title screen |
atiaxi | 2007/04/05 01:43 |
towertrial200704022232.png
See the skull guy? He chases you! |
atiaxi | 2007/04/03 02:33 |
tower200704011257.png
Basic tile engine |
atiaxi | 2007/04/01 16:59 |
Diary Entries
Tower of Trials
This is my tentative title for my game. You start at the bottom of the Tower to Heaven to begin the trial of ascension. Once you've entered the tower, the only way... is up!
First Break
I'm giving myself breaks when I hit certain milestones. Today's first break milestone was getting the tile engine working. Now, it is!
Today's goal is to have the player be able to walk all over the map. This means loading the map from a file, designating certain areas as walk/don't walk, and centering the tilemap on the player.
Day 2
Though technically I suppose it's day 3. Anyway, I've got the tile engine pretty much done. Player stats and leveling is pretty simplistic, but also done. I've even got an enemy, but there's no combat so the worst he can do is chase you around.
Combat tomorrow!
Day N
I forget what day this is.
Combat's complete, more or less. Enemies vanish when they die, and there's no clue you're fighting except for the HP drain, but that's fancy stuff that can wait for later while I work on core functionality. I've also got an inventory screen and the ability to equip weapons.
Tomorrow: Loot, health potions.
Crunch time
At work today I made a prioritized list of things I need to do. I'm listing it here for reference:
- Keyboard buttons activate on-screen buttons, rather than just the mouse
- Random dungeon generation
- Non-monster sprites
- Stairs up
- Activity log (i.e. hits, misses, etc)
- Spawning monsters
- More variety of items
- PC can drop inventory items
- PC can pick things up
- More than 10 items in inventory should be accessible
- Filling rooms with random treasure
- Monsters drop loot
- Game over screen
- Save game
- Load Game
- Character Creation Screen
- Character viewing screen
- Skill Cooldown, consumable items
- Character skills
- Choices of skills to gain on level up
- Better-looking dungeons
- Combat animations/effects
- Other classes
-----
Everything above the line are things I consider critical to even play the game. I've already worked on some of them, but none are complete. I've got two options at this point: Give up in the face of overwhelming adversity, or
GO FOR IT!
You can probably guess which one I'm trying :)
Please help make sure this works
I just uploaded what I have so far of my game. You have infinite health potions, so it's not really a challenge, but still. If anyone's not busy (ha ha) I'd just like to see if it works on your systems.
My list from the last entry, modified to indicate what I've accomplished:
- Keyboard buttons activate on-screen buttons, rather than just the mouse - DONE
- Random dungeon generation - DONE
- Non-monster sprites - DONE
- Stairs up - DONE
- Activity log (i.e. hits, misses, etc) - DONE
- Spawning monsters - DONE
- More variety of items
- PC can drop inventory items - DONE
- PC can pick things up - DONE
- More than 10 items in inventory should be accessible
- Filling rooms with random treasure
- Monsters drop loot
- Game over screen - DONE
- Save game - DONE
- Load Game - DONE
- Character Creation Screen