Minimap and tutorial update


In response to some feedback I got back in August after submitting to the Seattle Indies eXpo I've added a tutorial and minimap to Sarcopha-gon!

The tutorial is largely data driven with some in-engine defined animations that get played based on the data. I'm using a simple JSON format with one big array of steps. Each step has a type like "move", "animate", "speak", or "wait", a "host" property that indicates what actor in the scene should play the animation, move, or speak, and a condition for which the next step should be played. This last property allows the tutorial to perform multiple actions at once, like when the ghost cat guide needs to speak while moving.

The tutorial is also a nice way to frame what story the game does have: a bumbling archeologist wakes an ancient mummy who then needs to break free from his tomb in order to reign over the world with undead evil, typical heroes journey stuff.

Adding a minimap is a piece of feedback that I had gotten a few times, especially on builds that featured a more zoomed in camera. Using a zoomed out camera means not needing a minimap as much, but loses a lot the detail of the sprites as well as the focus on the player character. By providing a minimap I'm hoping to help players reckon the game state much more easily while not completely removing the need to watch the main game area while playing. In my tests with the minimap I found that including an icon for the player position pushed my focus too much onto the minimap and removed the need to watch the main play area.

Files

Sarcopha-gon.zip (Mac) 102 MB
Oct 23, 2022
Sarcopha-gon.x86_64 (Linux) 164 MB
Oct 23, 2022
Sarcopha-gon.exe (Windows) 159 MB
Oct 23, 2022

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