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August 30, 2021

Labyrinth Progress Teaser

First off, movement is handled by either clicking on the map next to the player, the keypad on the right of the screen, or the arrow keys on the keyboard.

And the movement is turn based.


But ye, I have been spending time laying the groundwork for this system and setting up stuff for it so the labyrinth isn't done via Renpy menus, cause i really don't think that would get the right kind of chase vibes I want from this.

Map shown is subject to change but otherwise will be the second map, with the first going to be a tutorial kinda deal. (Not yet made.)
Ceris and Beris also don't have fights right now and just go into a defeat state automatically when they contact you. I've been focusing on the grid map stuff.

There is also a few features not shown in the screenshots like tiles being apply to apply events, like aphrodisiacs or damage, without hiding out the map and requiring extra button presses. (most events close it) Inventory is available while moving around.

You also can't walk through the active flames. And Beris has a different movement pattern than Ceris.

Oh, I made the tiles for the map.

Sharing some of the .json 'code' for people to look at and see how this works if they're interested. Don't stare too long at the grid array or your eyes will melt.


Don't know when the whole thing will be done yet, but I am making good progress.
Still unsure if I'll break it into chunks or not.
But with the baseline system basically done I'll be aiming to work on the intro of the location, and then the first two stages.

Comments (10)

K
Konstantinus · September 19, 2021

Damn I really looking forward for it.

T
Tierkavel · September 17, 2021

I can't wait to try that part, I love your game!

g
ghasT_T · September 2, 2021

Super glad you went the Dungeon-Crawler route.

E
EEE EEE · August 31, 2021

Are the locations of the hellhounds, keys and other stuff going to be hidden later on?

T
Threshold · August 31, 2021

A vision style thing is something I've considered, but it definitely wont be there all the time if I do use something like that.

T
Tribe · August 31, 2021

I can't believe this! I needed an example of code just like this for something I'm working on. Thresh, how long did it take you to put this together!? Does the AI pursue the MC or do they have a fixed path???

T
Threshold · August 31, 2021

Look up Astar pathfinding. :D There's a lot of examples online you can use. The both use it as part of their AI for finding the player, and their return points. As for time, unno? There was a lot of different parts to this.

L
Ludwig · August 30, 2021

So how will I be able to run into them as quickly as possible?

S
Slai · August 30, 2021

Argh my eyes! I stared at the grid array for too long! Everything's a 1 or 0 now!

r
ronin · August 30, 2021

Pac-man