Decided to use Pico8 to lay down the initial design work for an RPG designed for the Thumby which runs using the RP2040 chip. This means I have 264kb (actually probably 232kb) RAM to work with, about 1.5mb of disk space, and a 72x40 screen. So I restricted the display area and made use of poking in an 8x8 font to simulate a lot of the final look of the game.
Version 0.1a is just about pre-alpha, as you have an endless dungeon to explore (max size 10x10) but no victory condition quite yet. There is still a few bits and pieces to finish off, code to tidy up but it's coming along.
Version 0.2a is now pre-alpha. Added in graphical updates, hooked in most abilities, added in some more user feedback, balancing is faaaar from done yet. There are likely still be be some bugs floating around as I haven't gone through a complete bug test yet.
Version 0.3b is now beta. Should be feature complete (and down to about 120kb), win/loss conditions, all abilities in and coded. Slowly starting to work on balancing the game now and completing the last tweaks.
Version 0.4b is getting close to final build. Fixes up some more bugs, added new "dodge" passive ability, tweaked some things for balancing, added in list of enemies at the start of a fight.
Version 0.5b is pretty much the final build. Balancing is basically complete, audio (a single beep) has been added, finished off modding support (for Pico8 requires editing load_data section). All that's really left to do is refactoring the code to improve the structure of it rather than any other major changes.
Version 0.6b added might passive ability and tweaked a player to go with that. Found a few bugs which I've fixed (such as monster movement, monsters not casting spells etc). Last big change was refactoring the code to streamline some things. Code is still a bit messy but way better than it was before overall. Now on final testing before porting.
Version 1.0 made last few tweaks to the game before release
==Controls==
- Arrow keys for menus or movement
- Z/X to interact with menu (flashing element is current option to use)
- Hold down Z/X for 1+ second to bring up item menu when outside of a fight
==Active ability==
These abilities can only be used during combat.
ID NAME EFFECT
1. Fury attacks number of times equal to level but decreases accuracy by 25%
2. Pray random effect: cast known spells, heal 1hp/level, flee, nothing
3. Flee allows user to escape to nearby cell without damage
4. Cast allows user to cast known spells (!!not suitable spell effect!!)
5. Burn damages all enemies for 1hp/level, 2 if single enemy
6. Drain damages 1 enemy for 0.5hp/level (min. 1) and restores hp equal to damage to user
7. Void damages all enemies for 0.5hp/level (min. 1), 2 if single enemy, and restores hp equal to damage to user
8. Shift gain abilities/passives of random monster <= level until end of next fight
9. Heal heals user for 2hp/level
10.Aura attack that automatically hits for 0.75hp/level (min. 1)
11.Slay damages 1 enemy for 9999hp
==Passive ability==
These abilities are used automatically when appropriate.
ID NAME EFFECT
1. Resist reduces all damage by 1 point
2. Regen regenerate HP over time (automatic outside of combat)
3. Disarm disarms any encountered traps
4. Learn learn unknown spells from scrolls
5. Strike increases accuracy of any attack by 50%
6. Immune takes minimum damage (max. 1)
7. Dodge decrease attackers accuracy by 33%
8. Might increases all damage by 1 point
==Items==
Scrolls can only be used in combat, with no cost to hp, except if the player has the learn passive in which case the spell added to the players known spells. All items are consumed after use
ID NAME EFFECT
1. Potion heals user 2hp/level
2. Map reveals map
3. Tools disarms any traps
4. *xxxxx scroll of the spell of the same name
==Spells==
All spells cost the caster 1hp to cast.
ID NAME EFFECT
1. Missile same effect as the ability "smite"
2. Bless same effect as the ability "pray"
3. Blink same effect as the ability "flee"
4. Fireball same effect as the ability "burn"
5. Siphon same effect as the ability "drain"
6. Vortex same effect as the ability "void"
7. Reshape same effect as the ability "shift"
8. Heal same effect as the ability "heal"
9. Holy same effect as the ability "fury"
10.Slay same effect as the ability "slay"
So did you make it on a Thumby yet? The demo is really awesome and I want to play it on my Thumby.
@SipSup3314 Yes, it's in the arcade over at https://arcade.thumby.us/
Open up the site, click on Arcade, and scroll alllll the way down to the bottom, it's like the 6th game from the bottom (as it was one of the first three or four games made by beta devs just before its release)
Nice projetct, I did something similar last year, needless to say it looks much better on you.
This games a classic, I love me some Tiny Rogue~ Just really like the simplicity of it all, almost want to get a Thumby just for it, and really cool too how you can play it in one of two graphical styles. didn't even know that was an option for the longest time.
I do wish I could say the characters had some more balance to them however. Playing a regen character feels impossible to lose, but it also feels almost necessary, as I haven't come close to reaching the final floor with anyone else. but alas, really enjoy what's here ^^
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