Tutorial round and second round of battle, demonstrating the memory mechanics (and tutorial). You pick the right tiles, and use that number of "action points" to decide what to do.
https://deengames.itch.io/eman-quest
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The new options panel, courtesy of #GodotEngine 3.1.1 breaking with another "bad" practice that worked in 3.0.6: mixing Node2D and Controls.
Well, took a while to sort out, but it looks better, I'd say. π§π
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After 9 months, I am humbled, thankful, excited, speechless, to announce #EmanQuest v1.0.0: a procedurally-generated mini-RPG with memory mechanics!
Get it now on Itch: (link: https://deengames.itch.io/eman-quest) deengames.itch.io/eman-quest for Windows/Linux!
We are thankful to our Creator for giving us the ability to finally finish!
Feedback/RTs welcome!
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Found another missing boss. Will have to comb through the data file carefully to make sure there are no more of these.
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One big happy family.
Recoloured parents to fit the palette I'm using. Also tried to make them all look related (same colour clothes) - not sure if it worked. π€·πΎββοΈ
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Some #UI improvements for tech points. You now see a little popup indicator thing appear, as well as a (permanent, non-fading) status label message when you gain a tech point for skillful memory. πͺπΎπ§
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Added an option to delay the display time of tiles in battle for #accessibility reasons.
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Made one of the final changes for Eman Quest before release: separate options/sliders for audio volume.
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Implemented player feedback and made corridors in dungeons 2x wide. *All* of them. As a result, we no longer have doors.
I put a lot of effort into doors π but accessibility/traversability is more important.
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FlameTail. I've never accepted a recolour of anything for this game because the environments are so limited, but for animation this good, with just 18 days left to go, I'll take it.
Went with a Charmander style flame.
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Redo of the crab monster (first is original which was shrunk and cleaned up from a picture; second is a fresh drawing).
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New attack icon (spear) by a friend. It now matches the character's spear, and looks fantastic!
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Small bug, big fix: Godot renders some hints under other controls. If it's something I can't fix in my project ... π€·πΎββοΈ
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Got rid of that starry background completely. Here's the new area-select screen, with a clean background.
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Wasn't too crazy about the waterfall tileset, but the titlescreen at least doesn't convey a sci-fi feeling (unlike stars).
What about this? A collection of our heroes and some bosses.
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I don't know what I'm doing.
Is this a better titlescreen, or the previous one (starry background, styled shield, spear, etc.)?
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Highly experimental, alternate version of the title-screen. The "Q" is less recognizable as such, but, eh, I think I like it more. Not sure.
What do you think? This version, or the previous version?
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I was just telling a game designer about how my game is carefully balanced, and you can beat all the bosses without even leveling up once!
Yeah ... about that ...
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Battle tooltips. Finally, a way to explain all my hidden mechanics in a user-friendly way! I can't believe I didn't do this sooner. Easy peasy, thanks to #GodotEngine's "Hint" field.
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