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Monday 30 December 2013

This is going to be one of those guys that will make you hate the game
PS IGNORE THE GREEN BAR ITS FOR PERSONAL REFERENCE DONT LOOK AT IT
wooah look @ this guy i wudnt mess wit him if i wer u

Saturday 28 December 2013

Added one of those things that tells you when shit happens and stuff whatever

Friday 27 December 2013

next time i decide to make a game someone punch me in the face
added ladders. makes you feel like you can really navigate the world. Still need to do the animations
Here's a rat man. Low on motivation, hopefully i can get him programmed as well

Thursday 26 December 2013

Putting some more graphics together. I think I'm about to get ready to compose an ironed out list of enemies, items and encounters and just start actually putting together something playable. The engine is already a huge mess and if I add any more it will just become more lopsided and difficult to work with.
This means I probably won't be able to produce the exact game I might have wanted to, but being my first big project, I suppose that isn't a huge deal.
Isaelius
Dungeon background

Dungeon platforms

Sunday 22 December 2013

the game will probably end up having to be this low-res in the end not as a stylistic choice, but because i failed at optimizing my code so it can run fast.
But i find that really funny so its okay

Finally got around to whipping up some item sprites

Programming Stores / merchants. I dunt even care if my interface is shit anymore

Saturday 21 December 2013

Friday 13 December 2013

Thursday 12 December 2013


I'm all sick and making any progress is really hard. This might be a goblin or something eventually idk

Monday 9 December 2013

I think I've decided on these 3 types of equipables. Weapon modifies attack, armour modifies constitution and/or dexterity, amulet modifies mana

Saturday 7 December 2013

I tried programming an inventory system in when i first started developing, but failed miserably again and again. Now I've put one together in just a few days. If anything this project will serve as an excellent learning experience.

Wednesday 4 December 2013


Putting Some Graphics together. Digital painting is fun

Sunday 17 November 2013

Sunday 27 October 2013

Starting to apply sprites to my design of oxtongue, the starting town. Once a peaceful place, it now has a shadow cast on it from the black monolith of a castle that looms above the heads of its townfolk
cute little beach at the southern point of the town

wow diagonal houses truely next gen so modern #wow #howdidhedothat

Monday 7 October 2013

Some in game screenshots:



The Legacy of Isaelius runs on a system inspired by Zelda II: The Adventure of Link. switching between top-down and platformer style views.

(platformer sprites are on my to do list like fuck off seriously)

Random encounters are handled as follows: wander around in dangerous zones between towns for too long, and you will be stopped and greeted by a text box. The text box can describe a verity of scenarios, not all of which result in a combat segment. The player is given some options and can input how they would like our protagonist to deal with the situation presented, this may initiate a platform-style fight, a loss or gain of money, a change of location ect. ect.