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Julian Day

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A member registered Dec 14, 2018 · View creator page →

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Hi! My name's Julian Day, and I'm a software developer (and hobbyist game developer) from Manitoba, Canada. Yesterday I released Shadow of the Wyrm v1.2.0, a traditional roguelike and my passion project that I've been working on for almost nine years. This release is a big one as it's the first to have a full spriteset used by default. The sprites are 16x24, 1-bit, and there are more than 600 unique sprites available in-game.

Both the game itself and the spriteset are free to download and MIT-licensed, if you'd like to take a look, or incorporate the sprites into your own project.

The sprites are all white internally, but get coloured by the engine. I was shooting for a feel similar to 8-bit titles like Dragon Warrior 3, though I've had others tell me they remind me of the old Ultima games. Here's part of a screenshot where you're walking through one of the major cities:


Game and spriteset can be downloaded at:

https://jcd748.itch.io/shadow-of-the-wyrm

https://jcd748.itch.io/shadow-of-the-wyrm-sprite-pack

Enjoy!

I hope you find these useful in your own projects!

Hi hbholland,

1) Escape allows a better chance to leave a map with adjacent creatures nearby

2) I think that's related to 1), but let me know if it isn't

3) When stats and skills are used, the game will mark them. Periodically, the game checks to see if stats and skills have enough marks to increase, which is why you're seeing this from time to time.

4) Real estate on that screen is one reason, and the other is that SotW is less "information based" than some other roguelikes that'll lay everything out for you. This information is still available, but it's not in your face. I personally like to have a game that hides a bit of information to allow for some surprises and mystique. I realize this isn't for everyone, but it's how I like it. Like you say, that information's available on the character details screen.

5) I understand this, but I feel like not showing uncursed is more of a break, and having "?" a bit jarring. I'm likely to keep this as-is, but thank you for the suggestion     

6) Oh, I love this. Yes, I agree. This is something I'm likely to implement, now. What name do you want for the credits file? I make sure to credit people who give suggestions that I end up implementing. I can use "hbholland", or if you don't want to say here, shoot me an email (address is on the website).

7) Some parts of Carcassia are undiggable. Others are diggable.

8) Edit each time, right now.

And thanks especially, re: the writing. I'm a software developer first, but have been writing my whole life and publish and review poetry, so it's something I take seriously.

thank you!

So, time for an update on this. There's no tiles support yet, but the latest release uses SDL as the default renderer, which means that tileset support is a lot closer. I'm going to keep inching towards actually having graphical tiles.

It's on my long term to do list- not something I can promise for right away, but it's something I'd like to add eventually. It'll take a long time to add, and I want to make sure it's done right and well.

I just double checked the code, and the behaviour is:

- Drop on aligned altar: bless (burns some piety)

- Drop on non-aligned altar: curse

You can identify item statuses via scrolls of identify, or by playing a PC with the Lore skill (merchant, minstrel, pilgrim, sage, wizard, witchling).  The Lore skill has a one-time chance to identify an item on pickup. 

Altars only display the b/u/c status if they're co-aligned.  If you go dropping items on altars that aren't your alignment, the deity is annoyed with you and curses your item.  So, as you guessed, four in a row isn't bad luck in your case.

Each deity has their own list of likes and dislikes. For the good deities, these are things like attacking friendly creatures, cannibalism, grave robbing, and desecrating good-aligned altars.  The neutral-aligned deities are less consistent (Vedere has similar restrictions as the good three; Voros only dislikes graverobbing and desecrating neutral altars; the Trickster relaxes the restriction on attacking friendlies), and the evil deities are the most permissive.  They just don't like you desecrating their altars.

Humans don't start with literacy by default.  The only race that does are gnomes.  There's a quest in Isen Dun that'll grant it.  I probably should have added a similar one to Carcassia.  I'll look at doing that for the next release.

Hi! There should be a manual in the docs folder.

As for altars, you sacrifice items on them. Generally corpses, but other valuable items should work too. I'm pretty sure you can identify by dropping items on altars. If you're illiterate, praying might uncurse any cursed items you've got equipped.

There's not a lot of differences between the deities right now. They're underdeveloped, and a long way from eg DCSS. Key stats for witchlings are I think int/will/cha, and the Magic skill as well as Primordial and Cantrips.

Thieves don't start with Literacy. Some races do, so if you play a thief of one of those races, you should be good.