Blight is a single player action RPG that follows the style and gameplay of games such as Zelda: A Link To The Past, Secret of Mana and other classic action/rpg games. Play through levels filled with enemy mobs, puzzles and more.
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So I've been busy with my real job, but I'm trying to find time to work on this project. I have the weekend free so I should be able to get quite a bit done.
I've attached a snapshot of some new characters. There's the hero Rogo, and the alternate female heroine as well. I've also included the first person you'll meet in the game. Which is the old man who runs the shop in your home village.
There's also a sprite of an enemy that I'm working on, which is called a Marrow. These are the skeleton type baddies that you'll have to fight. They will come in a variety of styles with different attacks and such.
Right now I'm currently working on some custom pathfinding and enemy AI, which is a huge undertaking and a big part of the game, so I'm taking my time to get it right and iron out any problems. I'm trying to avoid using the advanced pathfinding object just to save people from having to download dotNET in addition to the game.
I plan to implement the spells in next. I've already gotten a simple system for the spells setup, but I have yet to really add them in to where they can be used outside of testing.
So I'll be working on the enemy AI and spell casting, and hopefully in a short time I'll have a nice gameplay video up of fighting a Marrow.
Here's a short clip of the engine being tested. The quality isn't all that great but you can sort of make out what's going on. There's not too much to see yet... This video shows off:
> working start menu
> working overworld map
> custom movement system
> grabbing of solid objects
> lifting and carrying of crates
> throwing crates and bashing them on the ground
> swinging sword and hitting things with sword
> working GUI and working item select menu
> drinking potions
> collecting save sprites and picking up items
> saving the game
Spent the day cleaning up all of the code and better organizing and optimizing everything. Added throwing of crates and having them smash on the ground into random pieces.
Went ahead and added graphics to everything. Most of the graphics are old and from a game I never completed, so a lot is subject to change over the game's development. But I felt people would enjoy looking at these better than solid colors representing everything.
So here's a first look at the game itself. The GUI is pretty much done. It displays the health, mana, coins and experience/level that the player has. There is also a working pause menu with a working save option.
Saving isn't free however. It will require 10 Save Sprites. These little buggers are found under bushes and in pots and crates and such. When disturbed, they flutter about for a while and then disappear.
Collecting these will allow the player to save their game at any time.
The screenshots only really show the character, GUI and save sprites. All of the other stuff is just temporary placeholders for testing. Everything will look a lot prettier when finished.
I've also finished grabbing detection of objects and sword swinging. The sword actually rotates when the player swings, so collision detection is occuring over the span of the swing, instead of just once in front of the player. This results in far more accurate attacking, and allows the player to hit multiple enemies easily in one swing.