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Cart #picoquest_v1_2_1-4 | 2024-11-01 | Code ▽ | Embed ▽ | No License
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Second game created using the Pico-8 fantasy console. Loosely based off the board game Heroquest with some adaptations and workarounds for the limited space. 4 different characters, 6 different levels.

Update: Added in a bunch of quality of life changes when inside the game so you have a better idea of what's going on. Changed the scenario around so hopefully a little more epic (and difficult) ending to the 6 levels. Uses a different cart ID as removed one item so items got renumbered. Unless any major defects are present should be last version (speaking of which, I think there might be a random bug with the ambush code which I've not been able to track down yet).

Update 2: After the last update including Split(), I reworked the code a bit to allow music and sound effects.
Update 2 - part 2: Made a minor error with the coding, uploaded a fixed version so it should now no longer crash on scenario 3!

Update 3: Quite a few changes have happened since the last update, fixed a bunch of bugs, did a few QoL improvements, and refined the heck out the code so that it has functionality to handle dlc and texture packs.

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Is it work in progress? Looks like I am stuck in a tiny dungeon with only a goblin to slay!
I do like the atmosphere and sprite work though!


@freds72, have you used "search" around the whole area? This can find secret doors, at least one level requires you to do that in order to complete the level.

In answer to your question, the game is "complete", as in the functionality and interactions is complete, and it runs using one complete set of levels. I have been working on additional sets of levels.


I did find the secret door - tbh a bit annoying as I don’t understand when abilities are available again (doesn’t seem to be linked with end turn)


Latest update had a bug, quickly put up a fixed version so should be ok now.


The Bwoooadsword!
Your game is getting really good. You should keep the last attack angle into memory, as it is a bit annoying to turn the arrow to the good position each time you miss your attack.


Hi Txori, that's a good idea. Previously I didn't have enough tokens to try that, I might be able to squeeze it in now. The kind of quality of life improvements always help that end user experience I can't see myself.


Nice, you beat me to HeroQuest porting :P I've had that in mind for a while and actually the work on FantasyTactics is a Spin Off to try out on building the Isometric Engine. I will need to move to plan B, Shadowlands


@slainte, this is not a direct port. I took many of the same elements and tweaked them with my own ideas. Would be interesting to see a true HeroQuest port.


My intent on HeroQuest is actually porting the board game more than porting the actual videogame from Gremlin Graphics (potentially Advanced HeroQuest rules but with the board restrictions from original HeroQuest). That actually was the apporach taken by the videogame itself that was recreating the original mission set.


Been a long while but happened to have a newer version to upload.



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