Added a feature to quickly switch units by pressing the TAB key https://gaboisleno.itch.io/war-emblem

seen from Malaysia
seen from China

seen from United States
seen from China
seen from Germany
seen from China

seen from United States
seen from United States

seen from United States
seen from China

seen from Türkiye
seen from United States
seen from Venezuela
seen from Malaysia
seen from China
seen from Hong Kong SAR China

seen from Malaysia
seen from United Kingdom

seen from United States
seen from Hong Kong SAR China
Added a feature to quickly switch units by pressing the TAB key https://gaboisleno.itch.io/war-emblem
exploring the BEAVERHOUSE
Little reverse cave exploring game where you play as a falling block
I made a Mars from my procedural planet generator!
our first game versus our current game :)
Please show me your beginnings! :)
Here is a quick webm of the state of the game so far. A lot of the building blocks are there, such as tools to make spells, enemies, etc. A lot of the starting screens are also implemented and pretty functional. The glaring issue so far is all of the programmer art + placeholders, but that's problem something that is only going to change in a long time. I still don't have a clear vision in terms of art direction, so I don't want to waste anyone's time with that.
Furthermore, I need to design some more spell types, some spell keywords, and 'Programs', objects you can find during battles which will give you passive bonuses. I'm in the works of designing a tool to create those things, so once that's done the whole design process will be able to kick into gear.
I have been working on creating my own game and this is what I have within the past 2 weeks. All the images used are from a site that allows people to use them provided the game is free and open source in the code. This is the almost complete map. I am missing where I will drop keys for the chests. I also figured I should see about changing up the monsters as the player advances. Currently, it is a map with monsters, chests, health potions, written clues for the user
Rewriting the engine in C++
Just checking in, as I haven’t posted anything in a few weeks, I’m currently in the middle of completely rewriting the game in C++ and it will likely be about a month or so still before visual progress resumes.
To make a long story short, some of you who’ve played the demos in the past may have noticed that the game occasionally stutters, freezing for a split second in the middle of gameplay. This is caused by a memory leak in the collision code for characters that I was putting off, having recently tried to fix it I realized there was no straight-forward way of fixing it without spending weeks studying Bullet and JNI just to get a single physics object to reset its state properly.
It had been my intention to rewrite the engine in C++ after the initial release as it’s the only way I’d consider doing any kind of multiplayer. While I’m still on the fence about whether I’ll actually add any network features, I was never going try doing it with LibGDX. As I’m now rewriting the whole thing anyway, I can plan around this future capability when I’m putting the game back together.
Stay tuned and have fun!