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Action-RPG Gamekit (WIP)

Discussion in 'Game Lobby' started by SparktheYoshi, Apr 20, 2017.

  1. SparktheYoshi

    SparktheYoshi ★ Level 5: Hero

    Joined:
    Dec 26, 2016
    Messages:
    33
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    Update on 4/10/2017:
    Patreon | Trello Roadmap | YouTube
    Twitter | Twitch | Facebook

    Latest news:
    *Full map function completed
    *Trello launched, devmap!
    *Patreon launched, support me and you'll get test-builds 24 hours early and more (nightly builds for higher tiers and design-docs)!

    This is a gamekit that plays like the oldschool action roleplaying games games, such as the classic 2D Zeldas. A Link to the Past is where most of the influence and design will be but I'm considering implementing gameplay mechanics from the other games, including the 3D ones.

    This started on the 22th of February (2016), and progress is coming along incredibly fast. A large amount of basic gameplay features are implemented, along with basic a-rpg combat, some functioning items, and an inventory system. A full version (capx and all) will be released on the Scirra Store once nearly all of the gameplay mechanics are in and bugfree.

    Thanks are below.
    Scirra, for this awesome game engine that is so amazingly capable
    Nintendo, for the video game series that ahem is...a legend
    amiltonbr, for the original base this gamekit is partially based on (although, the capx has been stripped of most of that, save for the 8d movement)
    schueppe, advice and sharing techniques with me on how to handle ARPG mechanics in Construct 2
    dpyellow, for his old Zelda capx I found (it helped me integrate a few things, namely the pause menu, shooting/passive AI and bombs/bow/boomerang)
    R0j0hound, for his sliding against diagonal slopes example
    C-7, for an example of ledge jumping and dynamic lighting
    bbenny93, for the dialogue system

    Screenshots and videos (five latest videos first):
    Full map item (more dungeon mechanics, last video for a while)
    Video 7 (unstable build, dungeon mechanics)
    Video 6 (latest, build 0.9)
    Video 5 (build 0.8)
    Video 4 (build 0.7)
    Video 1 (very early build, when I first started)
    Video 2 (mid-build)
    Video 3 (build 0.6)
    Dev Livestream
    Dev Livestream 2 (old unstable build, 6/9/2016)
    Images/GIFs (lots, all the way back to build 0.3 from back in Feb 2016)

    Current Features:
    *Tilemaps for mapping, with original resolution tiles (two tilemaps, one on bottom for mapping, and one on top for setting collision detections for walls, etc)
    *Eight directional movement with proper animation
    *Variables, gametext, and item configurable gamedata stored in arrays, set predefined by loaded JSON files (planning to replace them with dictionaries/hash-tables)
    *Basic pickupable overworld objects (keys, rupees (green, blue, red, purple), hearts, etc)
    *Signs, with proper textbox, font, letter by letter text, proper pausing and skipping
    *Pushable blocks, they move 16 tiles per push, have animations and sound, and will not move if against an obstacle
    *Switches, enough said (trigger on step, can be used to solve puzzles and can be set to deactive if stepped off of)
    *Chests, animations and sound, can be locked
    *Liftable and throwable objects (pots as example)
    *Doorway transition animations
    *Zone based camera
    *Functioning doorways into other rooms (if on a big map, such as one floor of a dungeon or Hyrule Castle)
    *Proper collision detection (solid walls, working stairs in a room, etc)
    *Heart Pieces & Heart Containers
    *Hearts and magic bar system
    *Multiple AIs (standard hostile AI for Green Soldier, neutral AI for Buzzblob and ranged AI for Octorock)
    *Functional Lamp, Bombs, Boomerang, and Bow (uses a function that different outcomes depending on which object is equipped, so it's unified and self-contained)
    *Basic combat (collision detection, sword swinging, etc)
    *Inventory system (moving cursor, cursor bounded to menu boundaries, sound effects, flashing cursor, and setting item to active slot)
    *Sliding against diagonal slopes
    *Jumping from ledges
    *Working bridges that can be passed under/over
    *Map-changing (such as going inside of houses)
    *Compiled tilemaps like this
    *Dynamic lighting (like in A Link to The Past's Hyrule Castle Sewers)
    *Proper title/menu screen with save system support that uses LocalStorage, i.e similar to browser cache but is not lost upon clearing cache (also erasing/copying saves)
    *Rebindable keys and gamepad support
    *Grid movement system accurate to ALttP, which includes smooth movement (see this gif for example) and sub-tile movement (Link just doesn't move 16 by 16, he can also move a max of four pixels if the input pressure is gentle enough)
    *Weighted random drops from pots and grass

    Planned Features (in order of priority):
    *Dungeon mechanics (obvious, but example puzzles, floors, map/compass/keys, simple example boss AI etc)
    *Expanding gamedata jsons and eventing to include extra mechanics from other Zelda games such as Fire Arrows, Lens of Truth, and Pictobox
    *Optional day/night system (can be disabled)
     
  2. ryancs

    ryancs ★ Level 8: Legend

    Joined:
    Jan 20, 2016
    Messages:
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    161
    Ohh this is gonna be very usefull for Game devs!
     

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