First off, movement is handled by either clicking on the map next to the player, the keypad on the right of the screen, or the arrow keys on the keyboard.
And the movement is turn based.
But ye, I have been spending time laying the groundwork for this system and setting up stuff for it so the labyrinth isn't done via Renpy menus, cause i really don't think that would get the right kind of chase vibes I want from this.
Map shown is subject to change but otherwise will be the second map, with the first going to be a tutorial kinda deal. (Not yet made.)
Ceris and Beris also don't have fights right now and just go into a defeat state automatically when they contact you. I've been focusing on the grid map stuff.
There is also a few features not shown in the screenshots like tiles being apply to apply events, like aphrodisiacs or damage, without hiding out the map and requiring extra button presses. (most events close it) Inventory is available while moving around.
You also can't walk through the active flames. And Beris has a different movement pattern than Ceris.
Oh, I made the tiles for the map.
Sharing some of the .json 'code' for people to look at and see how this works if they're interested. Don't stare too long at the grid array or your eyes will melt.
Don't know when the whole thing will be done yet, but I am making good progress.
Still unsure if I'll break it into chunks or not.
But with the baseline system basically done I'll be aiming to work on the intro of the location, and then the first two stages.
Konstantinus
2021-09-19 19:17:04 +0000 UTCghasT_T
2021-09-02 17:12:42 +0000 UTCTribe
2021-08-31 23:05:25 +0000 UTCThreshold
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2021-08-31 18:41:21 +0000 UTCTribe
2021-08-31 00:48:06 +0000 UTCronin
2021-08-30 21:00:24 +0000 UTC