Thanks for your interest! No, this was one of many experiments regarding time tracking. Maybe I'll revisit it at some point though. I'm currently thinking about making one more tracker, geared towards habits/cycles/patterns instead of regular time tracking. I'll probably reuse some ideas from Epilogue.
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Hi, good catch, thanks for reporting this!
I'm not sure what is happening here, I'll have to take a closer look. Probably some dumb error due to the addition of a newer feature. I have an update in preparation, but sadly I lack time at the moment. I'll try to fix this in the next few weeks.
Regarding the source code, sure, I want to release it at some point. However, it's currently an awful mess and I need to refactor quite a few things . It's still a hobby project and I'm not a real programmer, so my code will look awful anyway, but I'd like to make it a bit less awful before that :)
Thanks :) I'm currently working on an extended version that will include a minimalist card-based combat system. It's quite experimental, with a few roguelike & puzzle elements besides the generative levels, but the core experience and atmosphere should stay the same.
I'm impressed by how much emotion you've managed to create with so little. Of course, it resonates deeply with the current situation, but even then, the dead simple repetitive game loop is a perfect fit and binds the few screens together with great elegance. I was hooked, not knowing what to expect until the end, even when the numbers seemed to indicate a positive outcome.
A dream-like experience indeed, with apparently nonsensical descriptions that still make sense, and a beautiful old school dungeon crawler atmosphere that twists the genre into something unique. It felt like a short but fully-fledged adventure game, with a mysterious ending to say the least. Now we should all share our shards of thruth, shouldn't we?
Lovely visuals and sense of discovery! I love how after reaching that special corner, you realize that maybe you're the one who've built everything, or that it's up to you to build whatever comes next. It's how I like to interpret it, anyway :)
Well, I'm very much into procedural generation at the moment, and the algorithm is fairly basic, it's just a drunkard walk. Pathfinding, camera, menus, texts are all handled by the engine (which I know pretty well) so I was able to focus on the rest. Visuals are also very simple, everything is made of 8x8x8 voxel models with a pure white texture and transparency applied to the floors and stairs, and RPGiaB's voxel editor is very fast when you're used to it. Sounds were created in a few minutes with the integrated SFXR. The big headache was managing the stairs, which are still broken in certain situations, but hopefully not their navigation paths.
Awesome, thanks for trying it :) This looks like some kind of GPU issue, the tiles are supposed to be transparent but their top part seems to be invisible... There's something weird going on between the transparent material and the lighting source, maybe OSX handles it differently, or it could be a Godot bug. I'll have to investigate further!
Thanks for your feedback! I agree the small cubes can be hard to spot. I thought about making more distinctive shapes like arrows instead, so maybe I'll try something like that. Regarding text, I've used a tooltip function that activates when hovering objects, but the engine can't handle it without the mouse at the moment. It would indeed be useful to display text when the character is next to an object or activating it. I could also use an actual dialog window, but it would require more actions, so this will need more experiments. Also yes, the character is very nondescript, I'll probably add more distinctive features in a future version.
I'm glad you liked it, I think I'll try to expand the concept with a bit more roguelike components, for example having to visit several "rooms" on the same floor, in a less linear way, to make the stairs appear, and allowing to chose the kind of room that will appear by using items you collect when exploring (currently it's far from obvious, but chosing left or right triggers a different algorithm and create a different shape.)
Haha, thanks for trying it! My goal was to let it open to interpretation. I'm still not quite sure what it actually is (which is nice, because I can interpret it in differents ways myself) but I will definitely explore this concept further.
Yes, there are 365 levels. Technically speaking, 367 if you count the title screen and the week selection hub. And about a dozen unreleased experimental levels I made before in order to plan the whole thing. There are screenshots on the official website.
I still have a few major features to add: I'm currently adding commands to move books and pages around, and I'd also like to add a simple way to import/export source text. And a backup system that doesn't suck. And... well, you get the idea :) On the other hand, I'm definitely looking forward to work again on Phalanstery. I guess I'll do both!
Sure, it should only take a few clicks, I'll look into it as soon as possible. I thought x86 would be better for compatibility (similarly to Windows), but apparently not, my bad.
The last time I tried to install a dual boot on my laptop was a disaster due to dual graphic cards driver issues, so I haven't tested Opuscule on Linux yet (and it's great if you can!), but I'll try to do so in a near future. Though I guess I could attempt to run it on my PocketCHIP...
My bad, it seems like I totally botched the previous update and some files are missing from the macOS folder, possibly because of a file export problem. My guess is Mac users of the first version weren't affected because Itch's update system didn't remove said files. This is actually good timing because I was about to release a new version with a Dutch translation and a few minor tweaks. Thanks for pointing this out, I'll release a fix in a day or so.
I know this version of macOS broke a lot of things, so yes, it's possible the game isn't compatible with it. Thanks for reporting this, I'll investigate the issue with the developer of the engine. Could you provide any additional information? Does it crash at launch, do you get a specific error?
Thanks, glad you liked it :) RPG in a Box evolved quite a bit since The Egg, and it keeps getting better. It's perfect for any kind of voxel-based adventure/point & click/walking simulator, and very beginner-friendly.
Love the view and the camera controls, I'll definitely try this mode as soon as I find a bit of time. I agree with rubemborges' feedback, andI'll add one detail: I think it would feel smoother if you didn't have to press the same key each time you want to move in the same direction.
The sprite conversion is great, it looks really nice, I'm looking forward to the next updates :)
Hi! The controls have been updated, as described in this post: https://lectronice.itch.io/a-road-to-awe/devlog/3173/updated-controls
You can now hold the left and right mouse buttons to move in the direction you're looking at. I hope you'll like it :)
Currently I don't think there's a way to set up a light as a torchlight like you describe, but you can create an empty model which emits light and use it as a tile, an object or even a character, and script it to move or appear/disappear when needed. There's no function to globally control the lighting of a map yet, so you'll have to set up a level with dark lighting and colors and use local light sources for now, but I believe Justin has planned more lighting-related features for the future. The new Godot version will probably offer a lot of new lighting & shaders possibilities as well.