Oh man my brain hurrrrts...
This one is a big update, I'm still working at addressing accuracy in the combat screen but its way better than it was before. I feel so spoiled by in line variable declarations in every other programming language. This project is definitely giving me insight into what devs in the 80s must have had to deal with writing in Assembly.
Changes:
- Procedural map generator added, there are only so many rooms at this point, and my understanding of random numbers on the game boy is improving so this is likely to improve
- Increased accuracy./variety to the combat scene, there are sutill some issues with rounding numbers that cause incorrect "scratch hits" there may be a graphical fix to the issue
- A bunch of the map chunks have been made up in the last 24 hrs
- You can die now, no more god mode
- Title screen, Death Screen
Keep in mind that if you press A when you're walking around you can push away the enemies and even defeat them without the combat scene
Upcoming:
- Difficulty Ramp
- Items to affect pointer speed, otherwise affect the outcome of the combat phases
- Random chance rooms
- Enemy and obstacle layouts
Thanks!!
B
Files
Get Weldon
Weldon
Procedurally Generated Roguelite for Nintendo Game Boy
Status | Released |
Author | BBoth |
Genre | Adventure |
Tags | 2D, Seven Day Roguelike Challenge, Dreams, Game Boy, Game Boy ROM, gb-studio, Hack and Slash, Procedural Generation, Roguelike |
More posts
- 7DRL Release Post MortemMar 13, 2021
- Small OneMar 11, 2021
- Fit and Finish (i'm not done... its the topic.. read on)Mar 10, 2021
- Rough Combat System CompleteMar 08, 2021
Leave a comment
Log in with itch.io to leave a comment.