I'm going to call this the beta version, I'll show it at the boston indies showcase tonight and hopefully catch whatever bugs might be left.
Most certainly the last iteration before release.
Added levels and distractions and hiding in plants, getting closer to "complete".
Very much a work in progress, a demake of hitman-go for pico-8. It's my second game with pico-8, and I'm having a blast.
That was winning a level :) I can’t figure out how to update the cart in this thread but I made quite some progress today. Thx for playing it!
@wesen3000
just "save @clip" in pico8 and ctrl-v at the top of your original post. then click "preview" and enter the cart name at the bottom (the name only validates when you click "submit" though, "preview" will ditch it)
I loved laracroft-go but hated its badly-ported-from-mobile controls. I shied away from hitman-go for this very reason. but now I guess I'll play your demake instead ;)
still need to add a ton of mechanics, but it's getting there. i'm learning a lot, this is my second pico-8 project.
This game is shaping up nicely. A real treat to watch this neat puzzle improve daily. 🕹
I noticed when you are attacked by 2-guards that it shows 2-dead bodies.
You need just show one as it is the player's.
Also suggest it is possible to randomly generate levels. (Maybe add an optional mode ?)
One guard for level 1, and add one each level afterwards increasing the play area and complexity so as long as the player keeps playing, they can go well past just level 16 in this randomly generated mode.
@dw817 i took the levels from the original game for the demake. i focused on the "game polish" for this one. I think generating levels will be quite challenging, I might look into it sometime. For the next few pico8 games i'm making i'll focus on totally different genres for a bit.
Wesen:
The last time I manually created a map for a game, I think it was over 30-years ago on the Apple ][+ computer. "Orbs of Ankhar," a semi-clone, my jealousy of "Ultima 1" or an advanced version of "Akalabeth" if you will.
After that I wrote Dragonhunt on the Commodore Amiga and although I designed the map manually, I created fixed location "holes" all over it and in the dungeons that did things like blow out your torch, a pit trap, a treasure, a merchant, a monster, etc. so as to keep it fairly random and interesting.
Now I did manually create some simple maps for S2, but they were simply tutorials to get Worldbuilders familiar with the OS I wrote and how they can build their own. I would never try and present a separate game myself with maps that never changed.
Since then I've always relied on the computer and my code to randomly create any dungeon or map. It's pretty exciting territory once you get into it - and of course you have the added advantage that no two games played are ever alike. :)
[Please log in to post a comment]