So I'm totally not being trendy. Seriously. I've been picking away at this RPG since last summer (although production only really picked up recently) and I'm not entering the RPG competition thusly (not eligible).
The game aims to capture the spirit of the rogue-like genre, in a fast-paced real-time online setting. The game plays as an action-RPG, you can often dodge enemy attacks and must run and recooperate when overwhelmed.Anyway, feature list: - Online, 2 player works quite well over LAN, over WAN is very laggy until I implement client-side prediction - Procedurally generated levels - Game content described completely in external .yaml files - LUA scripting (currently used to implement item effects, will be used for spell effects)What's new: - Added menu screen - Obelisk/Zane agreed to help me ^_^. The new player graphic was drawn by him. - Stablilized online synchronization a lot, rehauled tunnel generation code (no longer recursive, although functionally the same)Controls are displayed in the brief menu in-game, for a more complete description of controls see the readme.txt. NOTE: I forgot to add this in the menu screen, but hold 'R' to regenerate faster. You have done anything battle-related for the last while.Heres the demo:http://www.64digits.com/users/ludamad/lanarts_06_05_2012.zipAnd of course, obligatory screenshot:
For the interested, the git repository is at http://code.google.com/p/lanarts
Also, I really want this to eventually be a community-developed open source project, any help is greatly appreciated !Love co-op games! though I cant play with anyone now, it looks very promising, reminds me a little to Alien Swarm. I know this is not a major concern but I might suggest a bigger minimap, even if the map is much more bigger it is quite difficult to locate you, so it loses its purpose. Anyway its just a minor detail
Good point, its somewhere on my huge to do list to have multiple levels of minimal zoom however making it bigger would be good too.