Temple of Idosra -- Version 1.0.2 Release, Post-Mortem

merrak

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T e m p l e   o f   I d o s r a



In this chapter of her adventures, Marika, the Thief of Vallas, finds herself locked in a temple plagued by mechanical monsters. Your objective is to help guide Marika through the temple. Find and destroy the monster engine, then make your escape!

It is rumored that the temple is filled with great treasures. Can you find all six? Bear in mind that the monster engine is slowly winding up. You will have one hour to find it and destroy it.

Along the way, you will encounter many beasts and traps. Can you find a way to conquer them all?

Original Post
I've been thinking about putting that isometric engine to use and making a real game with it, since all I have to show for it right now are demos and prototypes. I've had bad experiences trying complicated games in Ludum Dare--but maybe 10 days would be enough to get something fun working.

I had an idea for something like with a haunted house theme with a ghost chasing the player... a bit like Elemental Castle Adventure, but with more bugs in the code and worse graphics. I took some time to draw up some "concept art":



I think it'd be fun to work on, but things already aren't looking good for me finishing on time. Next week will be busy at work, and I might lose this weekend to the hurricane currently targeting the US east coast. On the plus side, I have a clearer idea of what I want to do right out the gate, which isn't often the case with LDs.

« Last Edit: October 16, 2016, 03:45:06 pm by merrak »

Donni11

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 Stop showing off  :D

« Last Edit: October 13, 2016, 06:53:08 am by Donni11 »
Peace

merrak

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Stop showing off  :D

Just one more... my idea for a BFT monster


merrak

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Time for a real update  :D

I settled on making a "light" version of the "Thief of Vallas" game the isometric rendering engine was designed to handle. The original plan was a sort of cinematic platform game--but there's no way I could put together that many graphics in such a limited time frame.

Instead, I made several design choices as if I were developing the game for something like the Gameboy-- limited color palette, small screen, small sprites. I gave myself a 384 x 384 resolution screen and 6 colors (black, orange, and four shades of blue).

If I have time to spare, I might even make a Gameboy style manual with some of the art from the original game.


Isometric sprites fit in a 32 x 48 box, with rooms 12 x 12 tiles in area and 4 tiles high. The size allows for rooms big enough to have traps, jumps, and room for boss fights. But it shouldn't be so big I can't draw the rooms quickly. To keep the programming as simple as possible, each room will be exactly the same size and arranged in a grid pattern. There won't be any camera tricks. I probably won't have dynamic lighting, since I'm only now just getting the basic sprites ready.

Working with the original Muybridge-inspired models, it didn't take an unreasonable amount of time to put together animations for walk, jump, attack, damaged, idle, and "getting item". The animations are a bit choppy, but if I have extra time I can go in and smooth some of them out.


I also made a title screen using a photo I took. Can you guess what house it is?


Hurricane Matthew is supposed to hit my area tomorrow. So if I have no power, I can pass the time mapping out the rooms. I'm now imagining a metroidvania style game, with the goal to be to destroy a machine that spawns mechanical ghosts and goblins.


mdotedot

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Wow a Thief of Vallas light would indeed fit the theme.
I'm looking forward to the isometric stuff!
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merrak

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I'm back!  :D  Hurricane Matthew hit the Carolinas pretty hard. I was out of power for several days, and my town is practically an island due to flooding.

<a href="https://www.youtube.com/v/B59swhMZlN8" target="_blank" class="new_win">https://www.youtube.com/v/B59swhMZlN8</a>

The past couple of days I had power, but no internet--which probably helped productivity enough to cancel out the days I was sitting in the dark. I'll have to scale the game back a bit more than intended in order to finish, which is disappointing, but things could be worse.

LIBERADO

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That video is spooky.
I'm spanish, excuse me for my bad English.
I'm not a private teacher. Please, post your questions in the public forum.

merrak

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That video is spooky.

I'm 70 miles inland, so you can imagine how much more intense it was on the coast. Shortly after I stopped recording, one of those trees fell into a power pole and blew up a transformer.

Needless to say, I didn't get a chance to fix the bug in the AI Tools code  :o

LIBERADO

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Ouch... be careful.
I'm spanish, excuse me for my bad English.
I'm not a private teacher. Please, post your questions in the public forum.


merrak

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I got a chance to make a few screenshots of what I've been working on. One thing I had plenty of during the past few days was time. I mapped out 113 rooms on paper, and managed to get them into the game using a few tricks I picked up over the course of working on the similar game last summer. I use Tiled to set the levels, then wrote a Bash script to convert the .csv output into an xml file that I read with the FAST extension.

The whole game is made up of entries that look like this:

Code: [Select]
<asset type="map" name="Room 46" description="Temple of Idosra" tilesize="16" tiledepth="32" width="12" height="12" depth="4">
<viewbox width="12" height="12" depth="4"></viewbox>
<floorplan tileset="Brick 1" level="0" file="floorplan/room046_B.csv"></floorplan>
<floorplan tileset="Brick 1" level="1" file="floorplan/room046_1.csv"></floorplan>
<floorplan tileset="Brick 1" level="2" file="floorplan/room046_2.csv"></floorplan>
<floorplan tileset="Brick 1" level="3" file="floorplan/room046_3.csv"></floorplan>
<place asset="Player" row="1" col="1" level="1"></place>
<text behavior="HUD Behavior" attribute="RoomName"></text>
<text behavior="Grid Scene Exit" attribute="EastExit">Room 43</text>
<text behavior="Grid Scene Exit" attribute="WestExit">Room 48</text>
</asset>

That FAST extension is a lifesaver. The whole game is one scene that is reloaded each time the room changes.

I'm getting close to a finished state. I just need to draw and program the enemies, of which, due to time constraints, there won't be many.







mdotedot

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113 rooms on paper . What?!?!

Using a procedural generation pencil?

Amazing work!

Less enemies = more exploration!


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Justin

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Quote
Using a procedural generation pencil?

Well, wouldn't that be a thing.

113 is a lot though! Nice going. I like the art style.

For Live Support: Join our discord server and ping me @justin.
I'm most often available between 8am and midnight Japan time. (GMT+9)

merrak

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Thanks!  100 rooms seems pretty normal, but I used to spend a lot of time mapping out areas for MUDs. Those usually ran from 50 - 200 rooms. The map for this game looks similar. In fact, I still have my old notebooks with area maps in them. I could probably use some of those if I wanted to make more levels.

I don't think the rooms are interesting enough to make a game around exploration. I have about 60 tiles to use, and a lot of them are just the same tile in different color schemes. I put all 113 rooms into Tiled in a 6 hour time span--which is what I had between my laptop battery and spare battery. The other half of town had power, so I could charge the batteries, then haul them back home to work with them. Data entry was easy on the laptop, but drawing images was hard... so I just tried to fill the rooms with interesting designs for pits and ledges. I'm pretty happy with the overall result. Since I didn't get a chance to actually play any of the rooms until just recently, I've discovered some of them are way too hard and need revision.

If I have time to spare I will make some decorations, but I think extra time would be better spent chasing bugs. There are a few weird quirks I haven't fixed yet.