Action-RPG Gamekit (WIP)

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Post » Mon Feb 29, 2016 12:39 am

Update on 4/10/2017:
Since this has been asked multiple times, an estimated or expected release would be Q3 this year. However, it may be likely Q4 instead (late fall to early winter), given my own rate of workflow. So, expect a mid fall to early winter release at the soonest, while accounting for my own workflow and delays. Even possibly mid or late winter given my increase in procrastination/ADHD. Possibly considering launching this on Steam too, as it will include an editor exe so that endusers do not need Construct 2.


Patreon | Trello (Feature Roadmap) | Gitlab | Issue Tracker (report bugs here)
YouTube | Twitter | Twitch | Facebook | Devlog Blog (NEW!)

(I post updates semi-frequently to my Patreon/Twitter/Facebook/etc as well as my Devlog but if you want to keep a closer eye on the progress, I suggest joining my Discord Server (invite link: https://discord.gg/eexY8Am ) plus checking out my Gitlab and/or Trello for the project)

Latest news:
*Have begun to clean up code. Done cleaning up the enemy AI for now (08/18/2017)
*Got the first patron for my Patreon, thank you so much, Joe! (07/12/2017)
*Email-invite based closed-alpha now open, just send an email to [email protected] (04/24/2017)
*Dungeon mechanics complete (04/11/2017, date isn't fully accurate...I forgot when I did finish that)

This is a gamekit/SDK that plays like oldschool action-roleplaying games, such as the classic 2D Zeldas and also possibly a dash of Secret of Mana influence. A Link to the Past is where most of the influence and design will be but I'm considering implementing gameplay mechanics from the other games, including the 3D ones.

This started on the 22th of February (2016), and progress is coming along incredibly fast. It has nearly reached the feature-complete milestone, such as basic a-rpg combat, some functioning items, rebindable keys/gamepad support, neat engine tricks (diagonal slope sliding, smooth movement/movement corner rounding, ledge jumping, bridges with under/over tile-priority), savedata support, dungeon mechanics and an inventory system. A full version (capx and all) will be released on the Scirra Store and possibly Steam once nearly all of the gameplay mechanics are in and bugfree.

The main thanks, as these two are the most important:
Scirra, for this awesome game engine that is so amazingly capable, Construct 2 is one of the best engines I've ever used in recent years
Nintendo, for the video game series that ahem is...a legend

But also this amazing community + others:
amiltonbr, for the original base this gamekit is partially based on (although, the capx has been stripped of most of that, save for the 8d movement)
schueppe, advice and discussion with me on how to handle ARPG mechanics in Construct 2
dpyellow, for his old Zelda capx I found (it helped me integrate a few things, namely the pause menu, shooting/passive AI and bombs/bow/boomerang)
R0j0hound, for his sliding against diagonal slopes example
C-7, for an example of ledge jumping and dynamic lighting
bbenny93, for the new replacement dialogue system (no more using a store-bought one, yay!)
patrons, thanks so much for the spare funding and dev-support/following
all those that showed interest here or elsewhere, thank you for letting me confirm my belief that this gamekit would do well

Screenshots and videos (five latest videos first):
Full map item (more dungeon mechanics, last video for a while)
Video 7 (unstable build, dungeon mechanics)
Video 6 (latest, build 0.9)
Video 5 (build 0.8)
Video 4 (build 0.7)
Video 1 (very early build, when I first started)
Video 2 (mid-build)
Video 3 (build 0.6)
Dev Livestream
Dev Livestream 2 (old unstable build, 6/9/2016)
Images/GIFs (lots, all the way back to build 0.3 from back in Feb 2016)

A list of currently implemented features:
*Tilesets for mapping, with original 16x16 resolution tiles (two tilesets, one on bottom for mapping, and one on top for setting collision detections for walls, etc)
*Eight directional movement with proper animation support
*Variables, gametext, and item configurable gamedata stored in arrays, set predefined by loaded JSON files (planning to replace them with hash-tables)
*Basic pickupable overworld objects (keys, rupees (green, blue, red, purple), hearts, etc)
*Signs, with proper textbox, font, letter by letter text, proper pausing and skipping
*Pushable blocks, they move 16 tiles per push, have animations and sound, and will not move if against an obstacle
*Switches, enough said (trigger on step, can be used to solve puzzles and can be set to deactive if stepped off of)
*Chests, animations and sound, can be locked
*Liftable and throwable objects (pots and grass as example)
*Zone based camera, restricts a zoomed camera to the current room
*Functioning doorways into other rooms (if on a big map, such as one floor of a dungeon or Hyrule Castle)
*Proper collision detection (solid walls, working stairs in a room, etc)
*Heart Pieces & Heart Containers
*Hearts and magic bar system
*Multiple AIs (standard hostile AI for Green Soldier, neutral AI for Buzzblob, ranged AI for Octorock, and example boss AI!)
*Functional Lamp, Bombs, Boomerang, and Bow (uses a function that different outcomes depending on which object is equipped, so it's unified and self-contained)
*Basic combat (collision detection, sword swinging, etc)
*Inventory system (moving cursor, cursor bounded to menu boundaries, sound effects, flashing cursor, and setting item to active use slot)
*Sliding against diagonal slopes
*Jumping from ledges
*Working bridges that can be passed under/over
*Map-changing (such as going inside of houses)
*Lighting system (like in A Link to The Past's Hyrule Castle Sewers)
*Proper title/menu screen with save system support that uses LocalStorage, i.e similar to browser cache but is not lost upon clearing cache (also erasing/copying saves)
*Rebindable keys and gamepad support
*Grid movement system accurate to ALttP, which includes smooth movement (see this gif for example) and sub-tile movement (Link just doesn't move 16 by 16, he can also move a max of four pixels if the input pressure is gentle enough)
*Weighted random drops from pots and grass
*Dungeon mechanics (obvious, but example puzzles, floors, map/compass/keys, simple example boss AI etc)

Partially implemented/unused:
*Doorway transition animations
*Compiled tilemaps like this

Planned Features (in order of priority from greatest to least):
*Inventory overhaul (second page, spoils bag ala FFXII's loot system)
*Equipable armor/weapons/etc
*Combat overhaul
*Optional day/night system (can be disabled)
*Expanding gamedata jsons and eventing to include extra mechanics from other Zelda games such as Fire Arrows, Lens of Truth, and Pictobox)
*Detailed starter/example map
*In game engine edit-mode (not sure if feasible, I have a way but requires extra monetary investment on my part)
Last edited by LaDestitute on Thu Sep 14, 2017 8:28 pm, edited 38 times in total.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Mon Feb 29, 2016 10:03 am

Neat, looks very promising!

Just like in the good ol' days, glad I'm not the only one loving the retro engines!
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Post » Mon Feb 29, 2016 10:23 am

Thank you! I managed to fix some issues with my patrolling AI, they used to have issues with properly navigating, at least with tight spaces. As a sort of temp workaround, I'm making sure they have ample room to patrol (might not be possible in certain cases, I'll try to work in pathfinding for such a thing, they already do that if the player crosses line of sight), and even then, running events to check if they collide with a family of objects (say, "Solids") and then if true, force them to immediately reset their current AI state and make another move.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Mon Feb 29, 2016 11:56 am

That looks like something that I could use on one of my dozens of conceived-but-not-started projects :)
My first game, Swingy Angie, available now on
Google Play and Opera Store

Let us honor the desire to work, for it is a movable holiday occuring up to three times a year.
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Post » Mon Feb 29, 2016 2:54 pm

Just polishing the basic game mechanics at the moment, making sure they're as near as close to game behavior in ALTTP. I might make some slight personal design choices though, such as that the cursor in the inventory is free moving instead of locked to available items if >2(can move to empty slots)
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Thu Mar 10, 2016 12:21 am

Nice work so far!
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Post » Thu Mar 10, 2016 9:02 am

New build, a whole lot of new major features, including lifting/throwing pots, sliding along diagonal slopes, properly passing over/under bridges, dropping from ledges, and improved combat.

Image
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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Post » Thu Mar 10, 2016 3:18 pm

Really beautiful, I will follow the evolution of your creature!
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Post » Thu Mar 10, 2016 4:47 pm

Wow, Love it! I mentioned before that Kid Ic that I did Mario World 2-2, but in 2012 when I first tried Construct, my first thing was a small locked screen outworld area of Zelda 3 with respawning Octoroks that you faught. Also, just before the Kid Ic, my friend that helped with the advanced wrap behavior was helping with a procedural dungeon creator we were gonna use for a game like Isaac and Zelda, and I used Zelda 1 parts for it. So this is right up my alley. This is so next level though. I love how flexible it looks with the creation tools. Really well polished. I see your tilemap has lots of outworld assets. I wanna see more.
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Post » Thu Mar 10, 2016 6:41 pm

Thanks for the kind words everyone. Only thing bugging me is that I haven't been able to get arpg combat down exactly.
Zelda Gamekit (my project)



Example capxs:

Zelda-Style Inventory

Zelda Health

3-saveslot system

[url=https://www.dropbox.com/s/d4396pwak0oh7q6/ZeldaDialogueSystem.capx?dl=0]Zelda-like Dialogue[
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