Action-RPG Gamekit/SDK (WIP)

  • Update on 4/10/2017:

    [quote:2wf1pa8n]Since this has been asked multiple times: there is no ETA. I don't want to set a solid ETA or deadline and put myself over in on my head. The gamekit will be done when it's done. Possibly considering launching this on Steam too, as it will include an editor exe so that endusers do not need Construct 2.

    Latest Build: v1.1h1

    Discord | Patreon | Trello (Feature Roadmap & Quick-Changes Observation) | Gitlab (main source of dev-progress) | Issue Tracker (report bugs here)

    YouTube | Twitter | Twitch | Facebook | Devlog Blog (NEW!)

    Latest news:

    *Older dev-builds publicly released for download (3/10/2018)

    *Hotfix for v1.1 pushed and released (3/08/2018)

    *v1.1 alpha released for download, is a big milestone as it's intended as the second to last build before launch (03/05/2018)

    This is a gamekit/SDK that plays like oldschool action-roleplaying games, such as the classic 2D Zeldas and also possibly a dash of Secret of Mana influence. A Link to the Past is where most of the influence and design will be but I'm considering implementing gameplay mechanics from the other games, including the 3D ones.

    This started on the 22th of February (2016), and the project is nearing completion after almost two years. It is past the feature-complete milestone, such as basic a-rpg combat, some functioning items, rebindable keys/gamepad support, neat engine tricks (diagonal slope sliding, smooth movement/movement corner rounding, ledge jumping, bridges with under/over tile-priority), savedata support, dungeon mechanics and an inventory system. A full version (capx and all) will be released on the Scirra Store and possibly Steam once nearly all of the gameplay mechanics are in and bugfree.

    The main thanks, as these two are the most important:

    Scirra, for this awesome game engine that is so amazingly capable, Construct 2 is one of the best engines I've ever used in recent years

    Nintendo, for the video game series that ahem is...a legend

    But also this amazing community + others:

    amiltonbr, for the original base this gamekit is partially based on (although, the capx has been stripped of most of that, save for the 8d movement)

    schueppe, advice and discussion with me on how to handle ARPG mechanics in Construct 2

    dpyellow, for his old Zelda capx I found (it helped me integrate a few things, namely the pause menu, shooting/passive AI and bombs/bow/boomerang)

    R0j0hound, for his sliding against diagonal slopes example

    C-7, for an example of ledge jumping and dynamic lighting

    bbenny93, for the new replacement dialogue system (no more using a store-bought one, yay!)

    patrons, thanks so much for the spare funding and dev-support/following

    all those that showed interest here or elsewhere, thank you for letting me confirm my belief that this gamekit would do well

    Screenshots and videos (five latest videos first):

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    (more dungeon mechanics, last video for a while)

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    (unstable build, dungeon mechanics)

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    (latest, build 0.9)

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    (build 0.8)

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    (build 0.7)

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    (very early build, when I first started)

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    (build 0.6)

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    (old unstable build, 6/9/2016)

    Images/GIFs (lots, all the way back to build 0.3 from back in Feb 2016)

    A list of currently implemented features:

    *Tilesets for mapping, with original 16x16 resolution tiles (two tilesets, one on bottom for mapping, and one on top for setting collision detections for walls, etc)

    *Eight directional movement with proper animation support

    *Variables, gametext, and item configurable gamedata stored in arrays, set predefined by loaded JSON files (planning to replace them with hash-tables)

    *Basic pickupable overworld objects (keys, rupees (green, blue, red, purple), hearts, etc)

    *Signs, with proper textbox, font, letter by letter text, proper pausing and skipping

    *Pushable blocks, they move 16 tiles per push, have animations and sound, and will not move if against an obstacle

    *Switches, enough said (trigger on step, can be used to solve puzzles and can be set to deactive if stepped off of)

    *Chests, animations and sound, can be locked

    *Liftable and throwable objects (pots and grass as example)

    *Zone based camera, restricts a zoomed camera to the current room

    *Functioning doorways into other rooms (if on a big map, such as one floor of a dungeon or Hyrule Castle)

    *Proper collision detection (solid walls, working stairs in a room, etc)

    *Heart Pieces & Heart Containers

    *Hearts and magic bar system

    *Multiple AIs (standard hostile AI for Green Soldier, neutral AI for Buzzblob, ranged AI for Octorock, and example boss AI!)

    *Functional Lamp, Bombs, Boomerang, and Bow (uses a function that different outcomes depending on which object is equipped, so it's unified and self-contained)

    *Basic combat (collision detection, sword swinging, etc)

    *Inventory system (moving cursor, cursor bounded to menu boundaries, sound effects, flashing cursor, and setting item to active use slot)

    *Sliding against diagonal slopes

    *Jumping from ledges

    *Working bridges that can be passed under/over

    *Map-changing (such as going inside of houses)

    *Lighting system (like in A Link to The Past's Hyrule Castle Sewers)

    *Proper title/menu screen with save system support that uses LocalStorage, i.e similar to browser cache but is not lost upon clearing cache (also erasing/copying saves)

    *Rebindable keys and gamepad support

    *Grid movement system accurate to ALttP, which includes smooth movement (see this gif for example) and sub-tile movement (Link just doesn't move 16 by 16, he can also move a max of four pixels if the input pressure is gentle enough)

    *Weighted random drops from pots and grass

    *Dungeon mechanics (obvious, but example puzzles, floors, map/compass/keys, simple example boss AI etc)

    *Object-environment interactions (such as lantern flames destroying grass-objects)

    *Rudimentary debug and config functions (will need more work)

    *Hash-table storage as reference for the game's many variables, self contained so the SDK is more self-reliant towards use of variables with code (such as to check a variable for a value or as a condition trigger)

    Partially implemented/unused:

    *Doorway transition animations

    *Compiled tilemaps like this

    Planned Features (in order of priority from greatest to least):

    *Inventory overhaul (second page, spoils bag ala FFXII's loot system)

    *Equipable armor/weapons/etc

    *Combat overhaul

    *Optional day/night system (can be disabled)

    *Expanding gamedata jsons and eventing to include extra mechanics from other Zelda games such as Fire Arrows, Lens of Truth, and Pictobox)

    *Detailed starter/example map

    *In game engine edit-mode (not sure if feasible, I have a way but requires extra monetary investment on my part)

  • Neat, looks very promising!

    Just like in the good ol' days, glad I'm not the only one loving the retro engines!

  • Thank you! I managed to fix some issues with my patrolling AI, they used to have issues with properly navigating, at least with tight spaces. As a sort of temp workaround, I'm making sure they have ample room to patrol (might not be possible in certain cases, I'll try to work in pathfinding for such a thing, they already do that if the player crosses line of sight), and even then, running events to check if they collide with a family of objects (say, "Solids") and then if true, force them to immediately reset their current AI state and make another move.

  • That looks like something that I could use on one of my dozens of conceived-but-not-started projects

  • Just polishing the basic game mechanics at the moment, making sure they're as near as close to game behavior in ALTTP. I might make some slight personal design choices though, such as that the cursor in the inventory is free moving instead of locked to available items if >2(can move to empty slots)

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  • Nice work so far!

  • New build, a whole lot of new major features, including lifting/throwing pots, sliding along diagonal slopes, properly passing over/under bridges, dropping from ledges, and improved combat.

  • Really beautiful, I will follow the evolution of your creature!

  • Wow, Love it! I mentioned before that Kid Ic that I did Mario World 2-2, but in 2012 when I first tried Construct, my first thing was a small locked screen outworld area of Zelda 3 with respawning Octoroks that you faught. Also, just before the Kid Ic, my friend that helped with the advanced wrap behavior was helping with a procedural dungeon creator we were gonna use for a game like Isaac and Zelda, and I used Zelda 1 parts for it. So this is right up my alley. This is so next level though. I love how flexible it looks with the creation tools. Really well polished. I see your tilemap has lots of outworld assets. I wanna see more.

  • Thanks for the kind words everyone. Only thing bugging me is that I haven't been able to get arpg combat down exactly.

  • A Link to the Past is my favorite game of all times! Keep up the awesome work and I am sure you will get the combat right!

  • Solved the combat issues just now!

  • Amazing work!

  • Update! New build video!

    Probably the last one before the major stuff like layout changing and savedata implementation

  • Hey, that's a big jump from the last one (and thanks for crediting me)! It looks quite robust already. Was the layout transition really like that in LttP? Either way, I'm not a huge fan of that, but overall this is looking fantastic!

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