This is getting ready for commentary.
First, a few notes:
-Everything *will* be offset +8 pixels on the y-axis to save the status bar
-No scrolling.
-The row of 'roof' tiles between the screens won't be visible or even present. That's just a temporary spacer.
-Gif runs at 60fps. You browser may or may not display it correctly.
-the stream animation is a bit sparse but i hope to expand it a little. It is made of sprites and will, if implemented, mostly be used where it doesn't interfere too much; lowest possible priority.
Features:
-Zeldaesque topdowner
-Gothic theme
-Multiple depth levels in any room. The game really only sees one depth. Depth is defined optically for the player by position relative to the outer walls, and regulated by unidirectional solids
We hope to enter the compo with this (Rahsennor's doing the coding). Separate compo thread for the project is due when it has matured.
Let me know if you have any suggestions, comments, or critique. Thanks!
click for pixel-perfect view/animation
First, a few notes:
-Everything *will* be offset +8 pixels on the y-axis to save the status bar
-No scrolling.
-The row of 'roof' tiles between the screens won't be visible or even present. That's just a temporary spacer.
-Gif runs at 60fps. You browser may or may not display it correctly.
-the stream animation is a bit sparse but i hope to expand it a little. It is made of sprites and will, if implemented, mostly be used where it doesn't interfere too much; lowest possible priority.
Features:
-Zeldaesque topdowner
-Gothic theme
-Multiple depth levels in any room. The game really only sees one depth. Depth is defined optically for the player by position relative to the outer walls, and regulated by unidirectional solids
We hope to enter the compo with this (Rahsennor's doing the coding). Separate compo thread for the project is due when it has matured.
Let me know if you have any suggestions, comments, or critique. Thanks!
click for pixel-perfect view/animation