azurezero
Tentacle God
- Joined
- Feb 22, 2010
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this game will serve as the basis for damsel quest 2 when it's done, with both games sharing layouts, but this is a non adult game...
a young girl is running around the woods when she finds a shiny castle, filled with piles of candy everywhere, and looks around inside, but when she returns to the gate it has sealed shut... monsters as colourful as the piles of candy emerge and chase her, clearly wanting to gobble her up... and just as she's cornered, a trap door opens, plunging her into the depths of the castle...
here she finds a magic sword which she can use to combat the monsters and fight her way out of the castle...
the castle walls are sealed by 6-8 boss monsters and she'll have to equip them all, gameplay will be a bit hack and slashy but there are some new skills as you go through the game, but they have to be equipped via the rune system (candy runes/magical sweets) which also let you customise the player stats, all stats level evenly at a level up but depending on which rune you have equipped, some stats will get bonuses, some runes when levelled up can also offer permanent versions of the special ability they offer (lifesteal, anti-poison, etc)...but you can only switch at save points
i would call the game a metroidvania but i cant guarantee the castle layout will be as complex...
damsel quest 2 on the other hand will use stacking purchased/found upgrades as opposed to equipping one at a time. you can offer coloured souls to altars for different effects,
also...i'm not planning on having a level cap, so you'd be free to grind til you had a 300% lifesteal attack with 100% critchance and stun, cant imagine why youd need that though...
here's a very early file, im waiting on sprites for somethings and my spriter is a pain... Noox is doing the dq2 sprites though.
controls
arrow keys move
up is the groundwork for a sprint or dodgeroll mechanic (was having problems with it, but the dodgeroll is why you cant jump or strike when you are using it)
z slash attack
x is jump
c will be magic attack once that mechanic has been programmed
this will be the equip rune script;
a young girl is running around the woods when she finds a shiny castle, filled with piles of candy everywhere, and looks around inside, but when she returns to the gate it has sealed shut... monsters as colourful as the piles of candy emerge and chase her, clearly wanting to gobble her up... and just as she's cornered, a trap door opens, plunging her into the depths of the castle...
here she finds a magic sword which she can use to combat the monsters and fight her way out of the castle...
the castle walls are sealed by 6-8 boss monsters and she'll have to equip them all, gameplay will be a bit hack and slashy but there are some new skills as you go through the game, but they have to be equipped via the rune system (candy runes/magical sweets) which also let you customise the player stats, all stats level evenly at a level up but depending on which rune you have equipped, some stats will get bonuses, some runes when levelled up can also offer permanent versions of the special ability they offer (lifesteal, anti-poison, etc)...but you can only switch at save points
i would call the game a metroidvania but i cant guarantee the castle layout will be as complex...
damsel quest 2 on the other hand will use stacking purchased/found upgrades as opposed to equipping one at a time. you can offer coloured souls to altars for different effects,
also...i'm not planning on having a level cap, so you'd be free to grind til you had a 300% lifesteal attack with 100% critchance and stun, cant imagine why youd need that though...
here's a very early file, im waiting on sprites for somethings and my spriter is a pain... Noox is doing the dq2 sprites though.
You must be registered to see the links
controls
arrow keys move
up is the groundwork for a sprint or dodgeroll mechanic (was having problems with it, but the dodgeroll is why you cant jump or strike when you are using it)
z slash attack
x is jump
c will be magic attack once that mechanic has been programmed
this will be the equip rune script;
global.rune=equip[argument0,0]
global.atkmod=equip[argument0,1]
global.defmod=equip[argument0,2]
global.critmod=equip[argument0,3]
global.stunmod=equip[argument0,5]
global.matkmod=equip[argument0,6]
global.mdefmod=equip[argument0,7]
global.maxhpmod=equip[argument0,8]
global.maxmpmod=equip[argument0,9]
global.element=equip[argument0,10]
global.special=equip[argument0,11]
the mod stat is the variable added/subtracted from the characters stats
but i just need to call this as SCRIPTNAME(rune number here)
i'll be using a separate script to store the level up abilities
and here's the blank array with slots for said information
hope this is useful to some of you
global.atkmod=equip[argument0,1]
global.defmod=equip[argument0,2]
global.critmod=equip[argument0,3]
global.stunmod=equip[argument0,5]
global.matkmod=equip[argument0,6]
global.mdefmod=equip[argument0,7]
global.maxhpmod=equip[argument0,8]
global.maxmpmod=equip[argument0,9]
global.element=equip[argument0,10]
global.special=equip[argument0,11]
the mod stat is the variable added/subtracted from the characters stats
but i just need to call this as SCRIPTNAME(rune number here)
i'll be using a separate script to store the level up abilities
and here's the blank array with slots for said information
You must be registered to see the links
hope this is useful to some of you