Switching from ASCII to tiled bitmaps.
Author: indiefoldcreator
Date:
Sun, 19 Jan 2025
Game: Monsterland
What's New:
Known Issues:
(Possible) Future Plans:
- Permanently switched graphics from ASCII to tiles, replicating most ASCII effects in tile form (damage splash, blood).
- Renderer migrated from SDL1 to SDL2, no longer using unstable custom OpenGL code
- New intro level
- Enhanced ending level providing proper closure to the story
- Improved music in several places
- More responsive movement when rapidly changing direction
- Small level changes (lighting, tweaks to story)
- Primitive inventory system (mostly to make Torches for dark places at this time)
- Ability to travel back and forth between levels a la Hexen hubs - useful to grab health or scrap
- Beta option to use mouse aiming (still limited to 8 directions, obviously)
- Game no longer pauses on player thoughts or NPC quips; other minor cosmetic improvements
Known Issues:
- Inability to switch back to ASCII mode at this time (too many rendering pipeline changes). NOTE: old ASCII version is now available in "beta" branch with password "asciigraphics"; however, it also lacks all the non-graphics updates that made it into the bitmap version.
- Unresolved water warping effect picked up during SDL2 migration
- Video resolution options are not there at the moment; game defaults to desktop resolution
- "Previous weapon", "Next weapon", "Next Inventory Item" keys are missing, thus complicating the mapping of controller buttons to keyboard
(Possible) Future Plans:
- Random campaign generation with achievements for passing the first 2,4,8,16, etc levels without dying.
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