This is an open source 2D top down game of a young girl happily explores a whimsical dungeon filled with rainbow, flowers, and unicorn. But do be cautious, it may contain contents that should not be shown to kids.
Written in C# XNA, sprites designed and drawn by me, musics from online resouces(mostly bought on ZapSplat), by the end it should have all codes, images (include PSDs), and musics/SFX files available.
Currently still work in progress.
まだまだ...
Please note that the update in this section may not be reflected in the release
Update 1th Jan 2023:
-
Added a proper gold and item drop function after killing an enemy
-
Added item description for gold when mouse if hovering on top
-
Added suicidal enemies who will try to seek and suicide kill the player. Suicide kill delivers more damage than normal collision damage.
-
Fixed the issue where some enemy run away from the player even without the light on.
There is no key-binding that the player can change in-game, but by toggling certain variables,
the game can have different controls. By default the control is Keyboard (RPG)
with Mouse
.
An approach that resembles common RPG games, most operational keys are gathered in left side of the keyboard.
Q
W
E
R
to move1
2
3
4
to use items/skillsEnter
to confirmAlt
to display hotkeysSpace
to attackB
to open bag, you can also click on the bag iconTab
to display minimap, use LMB to pan it aroundEsc
to pause/quit
Traditional approach combines the arrow key operation with MOBA skill keys, when used with mouse, it produces an experience somewhat similar to Dota or Starcraft.
- Arrow keys for movement and option selection
Q
W
E
R
to use items/skillsEnter
to confirmAlt
to display hotkeysA
to attackB
to open bag, you can also click on the bag iconTab
to display minimap, use LMB to pan it aroundEsc
to pause/quit
- RMB key to move
- LMB to attack or select/open
Released 19th May 2022
-
The game can now save and load from saved. Note this is a naive save mechanism, it saves most of the progression, but enemies are not fully recorded, that is, if an enemy is injured but not killed, then after load from saved, this enemy will spawn at its last position with full health and other stats as originally spawned.
-
Bag icon in HUD now come with on hover sound.
-
Updated the bag graphics and character art.
-
As suggested in issue, distance to pass through a door is widened.
19 March 2022
Finally back to work after almost a year's hiatus!
-
Fixed the bug (or feature?) that the items cooldown contines to count even when the player has the game paused or in bag view. Achieved by partially substituted the
stopwatch
class. there are now 2 types of stopwatches:-
Stopwatch
, defined in this project underMisc
folder. This stopwatch can be set to halt when the player opens the bag or pause the game. Most enemy and item use this stopwatch since they are not supposed to update while player opens bag or paused the game (the catch being that by toggling theREAL_TIME_ACTION
inGlobals
, they still can). -
System.Diagnostics.Stopwatch
, i.e. the C# stopwatch, which continues to count regardless of circumstances.
-
-
Added dual index support to allow a position to have both unique block(the underlaying terrian sprite) and an item/enemy spawn on top. Implementation detail at
General/IndexCoder
25 June 2021
- Basic framework, the character can move, attack, pickup and use item, kill and be killed. Plus the user interface and game control.
- Item descriptions may differ or duplicate, due to them all invoking from
TextBridge
instance. For example, ifNote
items are dropped from enemies, they may have the same text description despite the alogrithm was designed to make them different.