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  Pilgrim - a procedurally generated adventure  (Read 2406 times)
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Offline zgoethel12
« Posted 2016-05-14 23:59:22 »

Quote
persecutioncomplex
For a few years, I have been working on creating tiny little games from scratch.  Until this point, I have felt that my projects have mostly been tech demos and not actual games.  A while back, I started work on a new project.  It is called Pilgrim, and it is a two-dimensional tile-based adventure game.  It was actually my first major LWJGL project, and I am proud to say it has pretty good support for game saves, various settings, several character models, and even multiplayer (however glitchy).  I have actually mostly ended development on the Java side of things, since I want to move it over to more widely supported platforms like C++.  I still have a lot of fun prototyping it with Java!  And I know, this is horribly written and somewhat glitchy.  Wink

Some of the features include
  • Multiple save slots
  • Support for Windows, Mac, and Linux
  • Local and wide area multiplayer
  • Ability to place and destroy tiles
  • Early implementation of inventories (you can gain but not use items, you have infinite dirt/bricks, you can instantly break bricks for testing purposes)
  • Several character skins
  • Satisfying and simple particle system
  • In-house game engine and networking system
  • And more!

Controls:
Move - WASD/Space
Mouse 1 - Break
Mouse 2 - Place Dirt
Mouse 3 - Place Bricks
Esc - Menu
Scroll - Zoom

Download - http://www.mediafire.com/download/5md8i7y02qilnv5/pilgrim-out.jar
I would greatly appreciate feedback for my C++ port!
Here are some screenshots:








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