Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Locked Door Puzzle

12
Posts
1
Topics
198
Followers
1
Following
A member registered Dec 18, 2013 · View creator page →

Creator of

Recent community posts

Not quite as much progress as I'd like on Day 2 though I did spent a lot of time on it today. The gear loadout system was most of the day including spawning items, collecting them, equipping them and having them affect combat strength. I also got screen switching working too. Tomorrow I want to focus on level generation so all these systems I built start to feel like a roguelike game.


(2 edits)

Working on what I hope to be a fairly straight forward 8-bit styled roguelike with room based maps and quest driven progression.

I probably won't enter the final game in the comp because I don't enjoy entering my work for judging. However I want to play along and try and get this game done.

Day 1 was just normal foundational stuff as you can see from the gif. Day 2 will likely be similar but hoping from Day 3 I can start getting into some interesting features.

DAY 1

I'll see if I can find time to look at the keyboard controls. I was really just expecting the game to be played on CD32 rather than other Amiga computers so I didn't really spend any time thinking about it.

I think it's already ECS, I'm not super sure as I'm not mega clear on which Amiga chips are which. I know I used AMOS so I couldn't support AGA.

There is a beta version of AMOS using AGA out there that I tried for a bit. I wanted to use it for this game but I could not reliably get the compiler to work. So eventually I gave up and reverted back to normal AMOS.

I'd go for Unity as I'm pretty fluent in it and could use the Adventure Creator plugin to port it in a weekend. I'm far too deep into programming in C style languages, that I've never been comfortable in Python or Lua.

That's awesome, thanks for making that.

I did look into FMV for a while, but the two big problems seemed to be that no one with a CD32 actually has the optional FMV card and secondly I was working in AMOS which made it harder to support more CD32 features.

Hey sorry yeah I target Amiga CD32 as it's the only Amiga hardware I have. I developed on an emulated A1200 so it should run on one but I don't have a simple path for you playing it there. Inspiration wise there's a bit of Cube and Silent Hill in there, but more than anything I wanted to make a small game that would keep surprising players in various ways.

To be honest i just targeted the CD32 because that's the only Amiga I have. I probably could have made it work across a wider variety of machines but I think there is some fun novelty in it being specifically for one.

yeah I should probably include a link, I coded in entirely inside FS-UAE since I don't have a real Amiga 1200 sadly. 

I might port it to Windows through Unity at a later point so more people can play it but for now the reason I made it was to experiment with game dev on the Amiga