Hello, for my new game I want to use new things for me, rayLib and zig. Have you got a basic example written in zig with build.zig ? I am trying same way as SDL but I always an error at first rayLib command "initWindow". build.zig in zip package don't seem to help :) (sorry for my poor english)
astreed
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We submitted the current version : https://blackbones.itch.io/lord-of-the-beer
Maybe osx and linux version before the end of the countdown :)
For our first game jam we focus on an old idea. You control a dwarf who must defend his barrel of beer against orc, goblin, troll.
We use Unity 3D as engine. A camera render to a texture target with the mandatory size (64x64) and we use a basic UI object to draw the texture to screen.
[03 August 2017]
- we start the project
- we are Blackbones and we are 3 (1 designer, 1 artist and 1 coder)
- the dwarf can walk left and right
- parallax scrolling
Souls Rescue Alpha 6 is out!
- 9 new spell scrolls (fireball and heal already exist)
- playable with The Witch (too weak in previous release without new spells)
- new damage calculation
- music on Linux and OSX
- screen with basic option (fullscreen, window size, sound and music volume)
- AI improvement
- more enemies use ranged attack
New spell scrolls:
- cure, remove poison
- trap detection, show traps
- light, greater light around the hero
- shield, protect the hero
- sorcerer's eye, see all map for 3 turns
- curse, for 5 turns cut damage from enemies
- poison, ... poison
- mark, create a teleporter where you can come back with "recall" scroll
- recall, come back to the teleporter created with "mark"
Hi!
In Souls Rescue you don't have a SpellBook. But you can write scroll and use it.
To write a scroll, you need ingredients and the recipe. Currently for the alpha version we give to player all available recipes.
List of scrolls:
- create food
- cure
- trap detection
- light
- trap destruction
- fireball
- shield
- sorcerer's eye
- curse
- heal
- poison
- sleep
- mark
- recall
- ...
These spells are directly inspired from Ultima 7. Actually we have done only 2 spells, fireball and heal. Others will come shortly.
In Souls Rescue you don't have a mana pool. If you write a scroll you can use it but to write a scroll you will need x points in intelligence (todo...).
That is a reason why we don't want a class system in Souls Rescue. You get 1 points per level and you put it where you want. Maybe a hero like Torgn (a dwarf) will never cast a spell.
The heroes don't start with the same amount of points in the basic attributes.
Don't forget that we are in an alpha version. But more the game is evolving less you can do everything with the different heroes.
Hi Aaronvo,
Thanks a lot to have tested Souls Rescue.
Invnetory
We are thinking to change our inventory window to a list, with more information per item but less items in same time in the window
Numpad
You are right for numpad. I use it instinctively and artist play with mouse. We have to think about keyboard without numpad.
Floor and Gameplay
I don't know if you have tried the alpha 4 ou 5 but in alpha 5 we already have reduced the size of the map, introduce traps and ranged combats to diversify the game. In the future, we will add more stuffs like keys to find, hidden passages, etc
Light
Currently, light is not a true gameplay element. It's more something decorative. Technically, this is just a dynamic lightmap and we have no light information in tile structure. Maybe we have to think about that.
Alpha 5 released!
- new dungeon design
- add bow (use DEX for damage calculation). Select an enemy with TAB and press F to shoot
- add crossbow (use STR for damage calculation). Select an enemy with TAB and press F to shoot
- add dagger (use DEX for damage calculation)
- add enemy who cast fireball (more spells in future)
- add plate that reveals a chest or summons 1, 2 or 3 monsters or shoot an arrow from left or right wall.
- deadly hole of lava or acid. Walk on lava or acid, you directly die! Tell us if it's a good idea.
- add an xp line. At top of your screen in green
- items with green background in your inventory are better than the equipped one
- press F5 to enter in the Classic Mode (ascii). This feature is clearly not finished.
- tooltip for primary attributes (str, dex, …)
Between next sunday and monday we will release the Souls Rescue Alpha 5
What's new:
Redesign the structure of the dungeon
Before the alpha 5, our dungeon was a stack of 1 map for the entrance, 3 maps of Crypt, 2 big maps of Tropic, 2 big maps of Ice and 3 maps of Void environment. When we tried the game I fell asleep. The game was too boring. We decide to redesign the dungeon : 1 map for entrance + 1 map per environment. The game is smaller, but more interesting.
Each map contains monsters of 3 different levels. Always check your life
New features
- new dungeon design
- add bow and crossbow (use DEX for damage calculation). Select an enemy with TAB and press G to shoot
- add enemy who cast fireball (more spells in future)
- add plate that reveals a chest or summons 1, 2 or 3 monsters or shoot an arrow from left or right wall.
- deadly hole of lava or acid. Walk on lava or acid, you directly die! Tell us if it's a good idea.
- add an xp line. At top of your screen in green
- items with green background in your inventory are better than the equipped one
- press F5 to enter in the Classic Mode (ascii). This feature is clearly not finished.
We look forward to delivering this new version.
-Thierry
Salut Majaaax,
Merci d'avoir pris le temps de tester Souls Rescue.
Il n'y a effectivement aucune communication textuel pour l'instant. Le jeu est en alpha et nous souhaitons nous concentrer sur la partie technique et gameplay. Mais je te donne le pitch que l'on a en tête pour l'instant :
- Tu meurs
- Ton âme a une dernière mission, sauver 7 âmes tourmentées de ta famille
- Voilà donc le pourquoi le choix du héro parmi 8 possibilités et et les 7 environnements pour la version finale de Souls Rescue
- Au départ du jeu, tu sort de ton cerceuil se trouvant dans le tombeau familiale
- Dans la toute première zone, une sorte d'ange te donnera le but à atteindre (tuer 7 boss, ...)
Une fois le jeu commencé, il y aura très peu de texte, mise à part les descriptions d'items. En fait, il ne faut pas voir Souls Rescue comme un RPG, mais vraiment comme un rogue-like classique, avec des sprites au lieu de charactères.
Dans le même style de jeu, tu aurais Pixel Dungeon que tu trouveras également sur itch.io ou Quest of Dungeon.
Pour l'instant, nous avons enlevé le fenêtre de craft. Il est toujours possible de construire des items directement via les recettes.
Pour ton lag de souris, je ne sais pas trop quoi te dire :) Nous avons testé le jeu sur une dizaine de PC (même des PC portables d'il y a 5 ou 6 ans) et n'avons pas rencontré ce soucis. Tu peux toujours essayer la touche F3 qui devrait t'affichier le nombre d'images par seconde. Je ne sais plus si dans l'alpha 0.0.2 j'avais limité le framerate à la synchro verticale. Ton problème vient peut-être de là. J'activerais cette option pour la 0.0.3
L'Alpha 0.0.3 devrait sortir entre demain et samedi matin, n'hésite pas à tester cette nouvelle version. Perso je commence à avoir un sérieux plaisir à visiter les niveaux, est-ce bon signe ? Il y a plein de nouveautés dans cette 0.0.3, mais j'en reparlerais.
Encore merci,
-oldteen
Hello,
Thanks to have tried Souls Rescue.
We put a "how to play" with basic installation instructions where you have the links to download the game (after payment or not). This week-end we will try to add this "how to play" in game.
We are refactoring the inventory window and craft window, we will try to correct the item split bug in the same time.