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Took about a week, but loading game works! With some quirks. (Shows the last action, too; and why is monster health zero?)

Tutorial round and second round of battle, demonstrating the memory mechanics (and tutorial). You pick the right tiles, and use that number of "action points" to decide what to do.

deengames.itch.io/eman-quest

The new options panel, courtesy of 3.1.1 breaking with another "bad" practice that worked in 3.0.6: mixing Node2D and Controls.

Well, took a while to sort out, but it looks better, I'd say. πŸ§πŸ˜€

Added key bindings, one of the top requests for games. You can rebind all in-game things.

Here, we take the default one-hand friendly defaults, and remap stairs keys. It persists across multiple game sessions, too πŸ‘ŒπŸΎ

First cut at a key-rebinding menu. Not everything is rebindable; all in-game functions (walk, fire, etc.) are, but menu options typically aren't (yet).

After 9 months, I am humbled, thankful, excited, speechless, to announce v1.0.0: a procedurally-generated mini-RPG with memory mechanics!

Get it now on Itch: (link: deengames.itch.io/eman-quest) deengames.itch.io/eman-quest for Windows/Linux!

We are thankful to our Creator for giving us the ability to finally finish!

Feedback/RTs welcome!

Generating a dungeon takes a long time (possibly several seconds) Clicking "N" on the titlescreen and seeing nothing isn't great.

So I added a little message about what dungeon you're about to embark on.
🧐

Found another missing boss. Will have to comb through the data file carefully to make sure there are no more of these.

Switching options in-game now reflects changes immediately - characters change, monster colours change. (Options menu shrunk intentionally so it's easy to see -- see cluster of monsters around the final boss)

One big happy family.

Recoloured parents to fit the palette I'm using. Also tried to make them all look related (same colour clothes) - not sure if it worked. πŸ€·πŸΎβ€β™‚οΈ

Making progress on the options menu. You can at least see the options now, as well as their current state - on or off. (Toggling is still in progress.)

Some improvements for tech points. You now see a little popup indicator thing appear, as well as a (permanent, non-fading) status label message when you gain a tech point for skillful memory. πŸ’ͺ🏾🧐

Quite possibly the final title screen for . It's Good Enough for my needs, and readable - especially with the plain-text title print-out under the ASCII art.

Thanks to @mr_dude_III for the tips, man you're even good at ASCII art! πŸ˜πŸ‘πŸΎ

Made one of the final changes for Eman Quest before release: separate options/sliders for audio volume.

Implemented player feedback and made corridors in dungeons 2x wide. *All* of them. As a result, we no longer have doors.

I put a lot of effort into doors 😭 but accessibility/traversability is more important.

Working on end-game events for . Won't give away spoilers ... shooting the ship core causes energy to just splay harmlessly off it. πŸ§πŸ€”

FlameTail. I've never accepted a recolour of anything for this game because the environments are so limited, but for animation this good, with just 18 days left to go, I'll take it.

Went with a Charmander style flame.

Recoloured chasms so they're more visible - before, they used to be just black voids in the ASCII style. Now, they have a dark background, so they're visible in both display modes.

Thoughts?

Added a "fully saturated" palette option to make monsters really, really clear. It was an / request.

What do you think? With regular palette, the monsters are all just varying shades of blue, instead.

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