This is a thread for a game I'm trying to make, and if I do it'll be the first I ever actually finish.
The title and plot (and pretty much everything) are subject to change, but the basic story is about a Lich who summons an army of ghosts. While the majority are under the spell of the Lich, you managed to retain your cognisance and so it's your task to take him down and set your and everyone else's souls free.
The gameplay is inspired by a mix of The Legend of Zelda and Megaman, where each "dungeon" is a small-scale Metroidvania type level with a key item.
I've made a little more progress with the other side of the size changing mechanic:
PluMGMK wrote:Those spinny arrows look really cool! Are you going to bring in a larger sprite for the bomb explosion?
Yeah, I'm pretty much just getting the core mechanics out of the way first and I'll sort out the details once I'm done. The red circle that appears is just the explosion radius (which still needs tweaking), but in the final thing I'll have nifty sprites overlaid over everything.
I haven't made a whole lot of progress since last post but I've decided it's about time to start making the actual map, so I'll stick to 6 items instead of trying to think of all 12. I've fixed a few bugs and changed the pause menu a little to include an infobox which describes the currently selected item:
Well done Ambi! I just tried it, good stuff!
I find it a bit amusing that "The End "was really an endless drop to doom since there wasn't really anything else past opening the gate.
Always be true to yourself. Sigs by Steo and R4Y_ANC3L
The controls were good, but that's up to you if it needs tweaking. The only thing that probably threw me off was when I was trying to open all the treasure chests and I died like twice trying to open the first one only to realize I just had to click Space.
Always be true to yourself. Sigs by Steo and R4Y_ANC3L
I'm not sure if Game Maker allows this but in the engine I'm using you can rotate objects. I used a sin function of time multiplied by my maximum angle to rotate the rope sprite and then constantly set the player's position to the end of the rope.
Another little update, I've added a map screen reminiscent of Ocarina of Time's pause menu and a minimap that expands as you explore.