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(Lua/Love) A randomly generated adventure game in the vein of 2D Zelda, with a generous helping of Seinfeld references!

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TerminalAdventure

You've lost your wallet, and have to journey deep into "The Cave of Nothing" to find it, in this randomly generated adventure game!

How to run

To run the latest version, download Love2D from https://love2d.org/ and run it with this folder.

(Linux/Mac: love TerminalAdventure/; Mac/Windows: Drag folder onto Love2D executable)

Controls

Arrow keys - Movement and selecting menu options

Enter - Open/Close item menu

X, Z - Use items

/ - Toggle render mode between ASCII and tiles

Devlog

Update 1 (No build yet)

  • Tiles/Graphical mode
  • Smooth-lighting like shader
  • Music
  • Proper window resizing

Weekend 13 (Demo v0.1 Updated)

  • Fixed several bugs of varying severity
  • Added Slime enemies
  • Added recovery items that sometimes drops from defeated enemies
  • Several balance changes
  • Work towards an item charging system

Weekend 12 (Demo v0.1 released)

I've lost track of everything that got added, but:

  • Added two new biomes
  • Added lava and the state of being on fire
  • Added start, death and victory screens
  • Added 3 new items, including your Wallet
  • Added Dragon, health recovery

Check it out!

Weekend 11

  • Added Sound effects
  • Added alternate level generation algorithms, and the first variation: Flooded Caves
  • Added Water and Drowning for player and Enemies
  • Added inventory and inventory menu
  • Added a "Pink Plush" enemy
  • Added Life Jacket and LifeUp collectables

Weekend 9/10

  • Introduced Enemies, AI, and a combat system
  • Added 2 new enemies: Snakes and Jackals
  • Re-introduced collectables with the Map, and X-ray glasses collectables
  • Fixed crashes and added screen-shakes on damage

Weekend 8

  • Introduced an Entity-Component-System architecture and ported player, items, weapons, and lighting to ECS
  • Fixed lots of bugs, and improved performance

Weekend 7

  • Introduced bombs, destructable terrain, health/damage
  • Introduced some new bugs
  • Fixed some bugs

Weekend 5/6

More variety in world generation; multiple floors, X-Ray glasses collectable

Weekend 4

Lighting via raytracing and the beginnings of items and collectables

Weekend 2/3

GUI and Started Lighting

I swear this looks fine in person, I blame the gif encoder

Sword, Camera, Colours

Weekend 1

Acceptable Physics

Working out collision kinks

Player is allowed to rotate, and has the origin in the top-left corner, yielding wacky results

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(Lua/Love) A randomly generated adventure game in the vein of 2D Zelda, with a generous helping of Seinfeld references!

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