UPDATE:added art and some other mobs did some changes to combat and cleaned up the UI and had to upload to itch.io due to file size limits eep was trying to get sprites into the game to up visuals but even after getting that to work was a bit hard to make the art sheets to work in the game correctly so for now its just basic 16x16 tiles
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