The Wee Dungeon 1.2.3
The Wee Dungeon 1.2.3
A game about impractical architecture.
I wanted to see if I could make big levels by randomly connecting 16x16 tile chunks. If I can manage to optimize this thing a little bit, I'd like to add more items, monsters and map bits and consider adding local co-op (that would be pushing it, token-wise).
There are a few collision issues that might cause game-breaking failures.
In any event, I learned a ton. I'd love to hear what you guys think of it!
Quick Update: I removed some of the background clutter. It felt way too busy.
P1
z - attack
x - shield (if you have one)
left and right - move
up - jump
down - enter open doors
P2
w - attack
q - shield (if you have one)
s and f - move
e - jump
d - enter open doors
----v0.8.0-----
-skeletons now have shields
-skeletons will now stop, attack and block instead of just running around
-added red slimes that are slightly tougher for some variety
----v0.8.5----
-I've improved the collisions (still needs work!), so hopefully the player can't escape in ways they're not meant to.
-if item drops do manage to fly out of the map, they're destroyed instead of crashing the game
-player now only lunges forward during an attack if they are also defending (shield out)
-player continues to face the enemy if they are knocked back
-I reorganized a lot of the code and managed to shrink my token use from 7933 to 7018, so I've got more room to build new stuff. Still considering local 2player co-op
-Boom. The Pico-8 is rad.
----v0.8.6----
-I've added some new equipment
-fixed the player shield
-added code to start thinking about local co-op, but I'll have to consider some kind of new HUD to show both players equipment and health. If you want to mess with the early implementation, uncomment the init_object(player, 24, 112) functions on lines 742 and 754
----v0.9.5----
-tons of new stuff!
-still tweaking the collision detection against objects!<b