WIP - Revenge of the Zomos
Moderators: Ice Cream Jonsey, joltcountry
WIP - Revenge of the Zomos
Announcing my first game-in-progress:
REVENGE OF THE ZOMOS
This is a haunted-house-type game using mostly the tiles from the MODERN kit. The plot, graphics, and game play are expected to be simple, but with complex programming that pushes the ACK envelope.
ZOMO is more an adventure game than an RPG, with no experience points, levels, magic points, or spells.
On what so far seemed a normal day, you decided to walk your dog. You did happen to stop at a great big freaky, creepy old mansion in your neighbourhood. Nobody lived in that house for many years.
Your dog Sprot stopped near the high fence, and did his business, when a trap door swallowed him. Naturally, you searched and found nothing. Feeling unusually brave, you knocked on the door of the house itself. It opened. You went in. THE ADVENTURE BEGINS
Title screen:
A sample room inside the house:
The cabinet menu. I wanted cabinets to be like containers in Nethack, able to store large amounts of nearly every object. It's possible in ACK, with some heavy coding:
Entry room:
The library:
Mysterious engine room in the sub-sub-basement:
And its sign:
Game within a game:
And, of course, more is to come.
- A:A:
REVENGE OF THE ZOMOS
This is a haunted-house-type game using mostly the tiles from the MODERN kit. The plot, graphics, and game play are expected to be simple, but with complex programming that pushes the ACK envelope.
ZOMO is more an adventure game than an RPG, with no experience points, levels, magic points, or spells.
On what so far seemed a normal day, you decided to walk your dog. You did happen to stop at a great big freaky, creepy old mansion in your neighbourhood. Nobody lived in that house for many years.
Your dog Sprot stopped near the high fence, and did his business, when a trap door swallowed him. Naturally, you searched and found nothing. Feeling unusually brave, you knocked on the door of the house itself. It opened. You went in. THE ADVENTURE BEGINS
Title screen:
A sample room inside the house:
The cabinet menu. I wanted cabinets to be like containers in Nethack, able to store large amounts of nearly every object. It's possible in ACK, with some heavy coding:
Entry room:
The library:
Mysterious engine room in the sub-sub-basement:
And its sign:
Game within a game:
And, of course, more is to come.
- A:A:
- RetroRomper
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- RetroRomper
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You had me at Haunted House, so telling me its based on an older DnD module is akin to saying "before you go, let me cover this gold I'm giving you with more gold, then haphazardly toss a couple of rubies at your face while you walk away."Admiral Ackguh wrote: [My game is] based loosely on the Dungeons and Dragons module, Mansion of the Mad Professor Ludlow [...]
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Okay that just looks crazy!
Keep up the good work, would really enjoy the opportunity to play it when you finish!
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- Ice Cream Jonsey
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I'm not kidding, I will go on a social media TEAR for you if you finish this ACK game, buddy. I'll do what I can do.Admiral Ackguh wrote:I am almost finished!
(at least the beta version)
I should have something playable released by late September or early October.
I think it would be the second finished ACK game since we made the forum? I love the system, love the way it looks, love everything about it.
the dark and gritty...Ice Cream Jonsey!
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Progress on ROTZ is coming slowly.
I did say September or early October, but those are lost opportunities. My new deadline would be end of October. The game is 98% finished anyway, and perfectly playable as is. I just want to add some refinements. When Oct. 31 comes around, I will release whatever I have.
Halloween for a haunted-house game? Why not.
I did say September or early October, but those are lost opportunities. My new deadline would be end of October. The game is 98% finished anyway, and perfectly playable as is. I just want to add some refinements. When Oct. 31 comes around, I will release whatever I have.
Halloween for a haunted-house game? Why not.
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