This is a work in progress. I've put together the beginnings of an action game with a simulated "three quarters" overhead view.
You can move the player around the dungeon. Colors and sprites change depending on which direction he/she is facing. The player will be hidden behind walls at the bottom of the screen, and appear in front of walls at the top of the screen.
The name might change - originally I was thinking of something along the lines of Berzerk, Frenzy, etc. But I need to work out the enemy mechanics before I settle on a permanent name. Right now, there are no enemies. There are lots of objects to pick up, though!
Treasures: gold chalice, gold coins, gold crown, gold ring, gold cross, gold sword, gold skull, gold gem, gold Atari 2600 and gold Fuji symbol
Items: chicken leg, med kit, bandage, fish, bacon, a heart, an apple, and a cat
Currently, treasures give you points. Items do nothing. I was trying to make the sprites as small as possible to give the sense that the player is in a large environment. Some of them are kind of iffy. :-)
The world isn't persistent, but I made one concession in that direction. New rooms are generated on the fly, but if you turn around and re-enter the room that you just left, it should be the same. If you try to retrace your steps any farther though, you will find that new rooms have replaced the old rooms.
Next up: I need to work on the enemies and AI. I am hoping to have a variety of enemies and attack patterns, if I can figure out how to do that.
I also need a cool weapon for the player. I'm thinking about using the ball as a weapon that will circle the player's sprite while the button is held down. That way, it can be used as a shield. Then when the fire button is released, it will ricochet around the room until it hits something.
Comments and suggestions are welcome!
EDIT: Updated binary: LostCat V11.bin - added additional object starting positions and gave enemies varying amounts of hit points.
Edited by graywest, Tue May 5, 2015 9:29 PM.