Sunsorrow: A Dying Earth Action/Adventure RPG

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pauljessup
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Sunsorrow: A Dying Earth Action/Adventure RPG

Post by pauljessup » Wed Jan 15, 2014 7:46 pm

I'm not super duper far into this yet, but I've got enough to show. Not- the tile art will most likely change. I don't like it. Bleah.

The game is basically a game that mixes Silent Hill, the first Zelda, and the plot heavy RPG's of Squaresoft's SNES years. It will take place in a world where the sun overhead is dying, and the earth is slowly growing colder and colder each day. It does some shadow casting/LOS/FOV stuff using the stuff I found here-
http://love2d.org/forums/viewtopic.php?f=5&p=159707

And the Greentea happy fun time library.

Screenshots are attached.

And a love:
https://dl.dropboxusercontent.com/u/635 ... orrow.love
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Daniel Eakins
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Re: Sunsorrow: A Dying Earth Action/Adventure RPG

Post by Daniel Eakins » Wed Jan 15, 2014 11:26 pm

The font is very hard to read but I like the sound of this:
pauljessup wrote:The game is basically a game that mixes Silent Hill, the first Zelda, and the plot heavy RPG's of Squaresoft's SNES years.
:)

pauljessup
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Re: Sunsorrow: A Dying Earth Action/Adventure RPG

Post by pauljessup » Thu Jan 16, 2014 3:29 am

Yeah I''m looking for a better font. For something this text heavy, it's kinda necessary.

UPDATE:
Found a better font. Much easier to read. Will update the .love file later tonight.

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Hexenhammer
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Re: Sunsorrow: A Dying Earth Action/Adventure RPG

Post by Hexenhammer » Thu Jan 16, 2014 10:10 am

pauljessup wrote: And the Greentea happy fun time library.
Link please. I have never heard of it.

pauljessup
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Re: Sunsorrow: A Dying Earth Action/Adventure RPG

Post by pauljessup » Thu Jan 16, 2014 2:23 pm

It's a map editor/map engine I developed in Love2d and Lua. You can't see it in this demo, but this does have an in game editor. When it's in debug mode, I can hit f12 and it brings up the level editor, then I hit f12 again and I'm back in the game. It's sweet.

Also, it supports huge maps with no overhead. Right now this is 1200x1200 16x16, six layers (will have 10 in the end) supports animated tiles, object placement, etc.

Here's the original forum post here-
viewtopic.php?f=5&t=75987&start=40

And the github:
https://github.com/pauljessup/greentea

And the documentation:
https://github.com/pauljessup/greentea/ ... umentation

Documentation is only about 10% complete. This needs to be crazy documented, because it's very easily extendable using plugins. If you've used PHP, think of how Drupal, Symfony 2, or Wordpress uses plugins/modules.

And the demo:
https://dl.dropboxusercontent.com/u/635 ... entea.love

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Re: Sunsorrow: A Dying Earth Action/Adventure RPG

Post by pauljessup » Thu Jan 16, 2014 2:36 pm

Font's been updated:
https://dl.dropboxusercontent.com/u/635 ... orrow.love

Should be a lot easier to read. Let me know if it's muggy and hard to read.
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Hexenhammer
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Re: Sunsorrow: A Dying Earth Action/Adventure RPG

Post by Hexenhammer » Thu Jan 16, 2014 3:09 pm

pauljessup wrote:It's a map editor/map engine I developed in Love2d and Lua.
I see. Thanks.

jjmafiae
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Re: Sunsorrow: A Dying Earth Action/Adventure RPG

Post by jjmafiae » Thu Jan 16, 2014 7:24 pm

Awesome, very impressive already.

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Re: Sunsorrow: A Dying Earth Action/Adventure RPG

Post by Rickton » Fri Jan 17, 2014 7:05 pm

Looks cool so far, I like the lighting, and anything with Silent Hill as an influence definitely has me interested.
Possession - Escape from the Nether Regions, my roguelike made in LÖVE for the 2013 7-Day Roguelike Challenge
And its sequel, simply called Possession , which is available on itch.io or Steam, and whose engine I've open-sourced!

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micha
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Re: Sunsorrow: A Dying Earth Action/Adventure RPG

Post by micha » Fri Jan 17, 2014 8:34 pm

I like the overall look and feel. Indeed reminds me of good old Zelda.

Here are some points you can improve:
  • Allow diagonal movement
  • I often got stuck at corners. I suggest you implement a mechanism for aligning movement with the tiles. See this here: Movement mechanics. Alternative, you can make the player smaller than one tile. Together, with diagonal movement, that would solve the problem, too
  • To me the lighting look uneasy. I suggest smoothing the lighting and using the true position of the player and not the center of the current tile.
  • The waves in the intro move in a zig-zag fashion. I suggest sine instead. In the water update function put something like this:

    Code: Select all

    plax_water.wavey = 2.5 * math.sin(time)
    You don't need the two states "up" and "down" then, but a timer instead (or a variable that counts the number of updates)

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