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Day Five

I got to do some stuff today, first, I made it so that characters can have multiple "pages" of dialogue, which wasn't possible before. After which, I gave the shopkeeper Erin a nice little room for him to stay in(I'd post a picture but for some reason Itch.io doesn't want me to upload pictures today I guess). In doing this, I also had to program a way for the player to move to different room, it was rather easy. I also changed the font of the shop(it was using the default font which is trash)to the same font that is used by the dialogue boxes. Though, there's been one thing I've been mulling over, whether I should make it so you attack with space, or by pressing the left mouse button. For context, the combat is a bit similar to Hyper Light Drifter, in the sense that the player attacks at whatever direction your cursor is at. Let me know what you think.

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Day Six

Not going to lie, today was not a very productive day all, as I had a whole lot more work than I usually do today, but for what it's worth, I did make it so that items in the shop have quantity, meaning you can only buy so much of a productive before it runs out, while before you could buy say, a sword, as many times as you like, even if you already have one.

Day Seven + Day Eight

Yesterday and today I worked on adding an enemy wave spawner. It spawns in a few enemies, then after you kill those enemies, it'll spawn in the next wave, then the next wave, so on and so forth until there are no more waves to fight! Here's some footage. It, unfortunately, doesn't work all the way, though. After you kill on the enemies it doesn't spawn in the next wave, which is a problem that I'm trying to figure out. If I don't figure it out, then I'm sure there's a messy(code-wise) workaround that I can do to give it the appearance that it does that.

Day Nine

Today was mostly spent fixing some bugs that I hadn't realize were there until I started thinking about the mechanics and code more. I fixed the item quantity system so that it actually works now(before you could buy things infinitely), after that, I went asset shopping some so that I could find a heart sprite to use to represent how many hearts the players has, and a sword sprite so that I could represent how much damage the player can do. Luckily, I was able to find both. I got the heart sprite from DonHellsing's 2D Heart Animation and the sword sprite from Alex's 16x16 RPG Item Pack. Here is it working in action:


I also changed the cursor sprite from blue to transparent, as I thought it looked better.

Last Few Days

Welp, it's all "done".  Though, I have a hard time saying that. Most of the game elements are completed as such, it has music, sound effects, and most of everything you'd expect a game to have, but it's lacking arguably the most important part to the game: The story. Unfortunately, in my time, I didn't get to finish it all the way, but it has enough stuff their to be, if a mediocre, somewhat enjoyable experience. My First Game Jam recommends releasing what you have, even if you don't finish. So I'll be releasing it soon(like right now soon). I see this a win, though, as while I didn't fully deliver on what you people may have wanted, I surely gained a lot of new knowledge and techniques, which is one of the big main points of going to game jams.