Update 7th Jan:added new city/zone and portal near town. Events while traveling in the city night/day chance to trigger *to see the portal in town to reach the city you first have to go to the south3 coast and rest in the house near the water.* this should then make it show up
Hey so i made a game using chatGPT bots to do coding etc from nothing this is from two days of effort i know nothing about coding
Game is fun so far. The speed on the overworld REALLY bogs down when you start getting huge. And the minigame is easy but feels like way too long at times.
this is very very early from nothing in two days i had to build even the most basic system from scratch so there just placeholders etc i was getting the groundwork laid out so to speak. im currenty trying to understand how tile system work and the whole layering thing last major frame work i think then it will be zones monsters and other things ? we shall see
Your OP is spending a lot of words on stuff readers don’t care about, and that’s frustrating.
“Top-down 2d RPG” is great, but everything else under “Game Overview” is frankly technical minutiae that I have no reason to care about, as a player.
“World and Zones” really should just say “There’s a hub town with NPCs and a forest with mobs.”
In general, many bullet points and whole subheadings read like game design document instead of description for players.
What we want to read is: What’s exciting and interesting about this game? Why might I want to play it? What does it look like? Briefly, what genre and engine? That’s it, really. If it’s a narrative-heavy game, maybe put a paragraph intro written in the same style as the game itself. But if I’m reading about WORLD_SPEED_MIN_MULT… dude, what?
If I may read between the lines a little: if you’re going to have AI write your OP, please adjust your prompt accordingly. The current version reads like “AI writing” in the pejorative sense.
Listening to major system error while explaining 16x16 pixel square tiles are on a large sheet lol fun times
going from top row 1 left top corner,2 top middle wall,3 top right corner (non walkable). 4 and 5 boulders for decor maybe (non walkable) ? second row 1 left side of cliff 2 flat walkable tile (repeat usage to fill a area on top of the cliff) 3 right side of cliff. third row 1 bottom left corner (non walkable) 2 bottom middle wall, 3 right corner (non walkable). steps are 5 rows down and 6 across left side stairs and 7 right side stairs. 6 rows down and 6 across the bottom stairs and 7 top stairs. we also have some cave/mine openings on 2 down and 4 across (mine) and 5 (cave). above the cave and mine are two big single square rocks (non walkable) maybe we can use a few for decor in some places like open areas or with small rocks around them. rows 3 and 4 6 and 7 is a very big single four square rock (non walkable) can also use this for decor etc. we won’t need the other stuff yet the rest is for desert and just a shade of green difference. ps please make a note somewhere of the tiles that these images use so i dont have to try explaining them again.
fifth try explaining orientation height change perspective …into visuals for stairs that look similar but are not interchangeable each stair sprite is tied to a specific wall orientation and movement direction never rotate or mirror them conceptually haha bots not taking over just yet
Update 7th Jan:added new city/zone and portal near town. Events while traveling in the city night/day chance to trigger 10 each *to see the portal in town to reach the city you first have to go to the south3 coast and rest in the house near the water.* this should then make it show up
So far the game is enjoyable and has a nice aesthetic. The only feedback I have for now is that the character’s weight becomes too punishing after a certain point.
Out of curiosity: what programming language did you use and what do you use to generate the characters art?
program language erm html using bots to code all i know lol as for higher weights its a balancing act since at high stages you get more DR damage resistance and a body slam higher attack damage than normal also get double health the bad side is your slow as heck so have less turns there is a safety to stop the slow down above 300+ i think. and lower weight you have very high speed can attack way more turns than a slower mob but will have less hp and not have the body slam so it depends who your fighting for difficulty
AI art is using comfyui can check the link for my art account i start 20 Dec learning how to do AI workflows text to art and AI bots to code a game so im a noob lots more to learn for sure
Edit : basically HTML + CSS + JavaScript, using the browser (HTML5 Canvas) to render the game