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Gateway to Horx (working title) - Oldschool RPG (update 14 February 2011)

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Tamanegi:
Looking through my old (ooooold) games collection, I found one game that I had played for months, yet never finished because I was too stupid and impatient: Tygus Horx. It was a (bad) Bard's Tale clone that came on a magazine disk for the C64, had almost no graphics, no sound, was in black/white except for some sprites and featured monotone landscape.

But it was an RPG with the same concept as Diablo: Kill monsters, get loot and experience, get better, and beat the final dungeon. And that made it addicting to me even if I always died after a few battles because I couldn't find the healer.

So, after I got my first experiences and finished "Don't Look!", I evaluated AGS' usefulness for a game like that and decided to give it a try.


Walking through the streets.


The character status screen.

These screenshots are actually only mockups, the GUIs are all there but were filled by hand. So far you can only walk around.

The Story:
The Kingdom of Elladur has been overrun by the forces of Chadossa. Your small warband was amongst the last to resist in the city of Sundane, and you were captured and thrown in jail to be executed. You need to find a way to escape from jail and look for other cells of resistance. But ever since the Chadossian magistrate was appointed, strange things have been happening in this town...

I'm trying to make this more than just XP-farming. I'm actually planning to include puzzles, dialogue and a storyline.


UPDATE: Current state (14 February 2011)

Done:
- status screen
- walking
- Diablo-inventory
- wielding equipment
- character creation
- pick-up-screen
- simple attacking and defending in combat
- dying in combat
- loot generation and acquisition
- multiple textures per dungeon level
- visible objects in the dungeon view
- unlocking doors and walking through unlocked ones
- interaction with dungeon features

Currently working on: graphics to complete the demo
After that: MAYBE finally spells...

Latest demo:
http://www.mediafire.com/?yzexynee54sa0gu (25 January 2011)

Tamanegi:
Since 5 minutes ago, the game can display doors at defined places and non-solid walls thanks to a nerve-wrecking 100% rewrite of the wall display routines. Making it so that I can use different wall tiles at once is peace of cake from now on. Funny how quick something like that can go from "it will NEVER work" to "hey, wasn't all that hard"  ;D When all it takes is to know that 3 - 0 = 3 and not 1 or 2... add a mistake while displaying debug information, et voilą, you get a night of bug hunting.

Note to self: Writing developer's notes on PAPER was a brilliant idea. I would have lost my mind if I hadn't done that.

Cuiki:
This looks very promising, good luck with it!


--- Quote from: Tamanegi on 18 Jan 2011, 18:30 ---I'm trying to make this more than just XP-farming. I'm actually planning to include puzzles, dialogue and a storyline.
--- End quote ---
Hell yeah 8)

Arj0n:
Looking promising. Good luck finishing it Tamanegi :)

Tamanegi:
That's so typical: I take great efforts to re-invent the wheel (in this case, the Diablo-inventory), and then I find out that it's already done (as a module).

It was the same when I invented the divided frying pan. No kidding, I thought how practical it would be to be able to make fried potatoes and fried eggs in just one pan without them mixing together, being proud of me for that idea, and then found it in a catalogue.

Ahem.

Anyway, it works. Next on my list are, in approximately that order:
- equipping items
- multiple different wall tiles per area
- character creation screen
- combat system
- spells

After that:
- content!

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