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[WIP] isometric diablo style aRPG


viso
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2hwju4x.png

Latest version always here

Play only with keyboard and mouse.

Without a name or a proper design document i started to create an diablo clone in browser.

I am working alone, i didn't use any framework but instead used scala.js which compiles to javascript.

Its just a side project, working on this on weekends and nights (if i dont play something else haha ).

Image assets are mostly from this guy http://opengameart.org/users/clint-bellanger

Its probably not the typical html5 game :)

 

Not 100% sure if i finish it (at least at some degree) but it will be for free anyway.

I am planing to do a rich skill tree, no inventory, stats boost drops, skills acquired from boss enemies.

The hero is a mage + necromancer. 

At this point its kind of playable but everything is in test state (one test enemy, one test npc, one test map ... )

 

let me know if you have performance problems ( if so, mention your OS and browser )

Also what do you think about the idea.

Thx Viso.

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52 minutes ago, Milton said:

Impressive work. I don't understand the loading time though?

PS. Thanks for pointing me to scala.js. Very interesting.

Hi,

 

thx, the loading time has 2 parts, first its loading all the images that may be big. Second i am generating the map, lets say 100x100 that takes some time, while it has atleast 2 layers, the background and the artefacts (like trees and stones). There is actually more to it, i definitely need a progress bar

yes scala.js is amazing, typesafe functional language makes thinks easier.

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12 minutes ago, Milton said:

There's something wrong though. It takes so long that Chrome asks me if I want to Kill the Tab. From what I see, it actually shouldn't take any time to load.
Unless you have some amazing graphics loaded that aren't shown...

damn, i need to look into that, i am trying to get all images into variables so that later i can have them on demand.

Hm i checked, its mostly the map that is build that takes so much time (its not about the images really).

There is some logic for example for the water, that takes some time, basically it depends on the water/grass positioning to determine what image should be selected, that takes some time also.

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alright last update for the day (to me its 10:40 pm (in New Zealand))

i improved the performance in game, the game loop is now not calling the update for static artefacts (like 1200 trees/stones/walls ..), game plays now again smother

http://diablo-forever.s3-website-us-east-1.amazonaws.com/

 

next is going to be the loading progress bar, just to see (for me also) what is taking time etc.

Man i already feel tired to wake up for work tomorrow,

See you, Viso.

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Hi all,

 

i choose to remove the minotaur as an ally, i keep him in the game as enemy.

I found some free assets here http://www.reinerstilesets.de/2d-grafiken/2d-monsters/

(search for lava troll)

and use he lava troll as an ally that you can cast. The problem is it was not with transparent background (which i am solving in code) and its also not png but bmp (it would take more space 10MB, i changed it all to png with this tool http://www.xnview.com/en/xnconvert/#downloads)

It was also harder to build the sprite collection, since i was using so far this guys images http://opengameart.org/users/clint-bellanger?page=2

and he had it always in one large png, so it was easier, the lava troll has like 500 individual images.

 

Enough talk try it with the new golem (i will call him that instead of troll)

http://diablo-forever.s3-website-us-east-1.amazonaws.com/
 

Hope the load time wont be too bad.

I think the golem is too light for this game, guess i will make him darker soon. Maybe its not even a good choice at all.

You can also find the old minotaur as an stronger enemy (at the bottom of the map with the zombie).

I made also few fixes but they are not obvious.

hmm i think i should make the sprite timeframe shorter (faster image change), looks so slow when they die.

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