Necromancer V0.1 - A bit more content


What's new?

There're some things I had created for the game in the jam that I couldn't fully implement. Now you get more and more souls as you collect them until you reach capacity and their value starts to go up. I added an indicator to show which soul is currently selected (which can be done with the 1-5 number keys). There're six different mutations that can occur when transforming villagers depending on the soul's value you have selected. The value is displayed on the mutation as its respective colour, though it's not a fixed number, but a range.

There's one sprite (the bat) that I didn't make, and it comes from HeartBeast's action RPG tutorial I did earlier in the year. That was what prompted me to create these other five characters. They still need a rework to consolidate them into one style. I would get rid of the black outlines I think, and add shading to the last one.

I also added a saving system. It saves everything on the scene from trees to villagers, the player and more. This is in preparation to creating more scenes in the future since I want the player stats and souls to be persistant and the scenes might as well be too. It was a pain to get working but it seems to work on the web build too, so I'm not complaining.


What's to come?

I wanted to work on lighting, shaders, and more of that kind of polish to sell a dark and sinister dude going around snatching souls from people. I also want to add more scenes and a way to use souls to get items or perform rituals. Also, at least one more mutation and start working on their individual behaviours.

Files

Necromancer_v_0.1.exe 35 MB
May 29, 2021
Necromancer_v_0_1.zip 27 MB
May 29, 2021
Necromancer_v_0_1.x86_64 38 MB
May 29, 2021
Necromancer v_0_1HTML.zip Play in browser
May 29, 2021

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