Px2+Troria, advancements on combat+design, last stretch for oryx challenge

Did my best trying to finish “something” on time for the challenge, but although the engine is in a pretty good shape, I’d still have to generate decent / balanced content and test thoroughly to produce a quality product.

I’d like to thank Oryx however, for giving me a reason to resurrect the project and give it a fresh air, I’ll definitively finish this once I get some spare time (and I believe I’ll finally have some spare time soon :))

Here are the advancements:

The first, test map

Battle Setup
Battle Setup
Round Results
Round Results
A more advanced map of Troria
A more advanced map of Troria
Skills
Skills

New Project: Troria, and the revival of Pixal

For the Oryx Ultimate Roguelike Challenge, I’ve decided to revive the pixal project, remaking the engine from the ground up.

I’ll elaborate more on the Pixal aspect soon, but for the moment here’s the advancement on the Troria Project:

Troria will be a mobile game you can play from your browser; explore the world of Troria becoming stronger and wiser while battling fierce enemies and roaming a huge world, all from your phone or your computer.

Moving between locations and exploring takes real world time, so get ready for an expansive experience, your characters will live their quest while you do your everyday things.

I’ve spent most of the time redesigning the pixal engine into something simpler, modern, more fun and accessible. Also with a more robust and scalable architecture. The engine already loads the scenario from a JSON file and provides persistence for the player data.

So far, I’ve managed to establish the backend to support the following operations:

  • Signup
  • Login
  • Character Creation
  • Movement
  • Exploration

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