WARNING! This is not finished, but I thought it would be interesting if other people could play this while I'm coding it. Feel free to leave recommendations in the comments. CONTROLS: WASD or arrow keys to move. Space to attack with the doggy bone club or to fast forward through text Press "c" to interact with npc's while you see the "!" over their heads. Press ¨p¨ to pause the game, and press it again to un-pause. DEV CONTROLS: press "0" for the editor. While in the editor, use "p" to open collision pins, and 1 / 2 / 3 to toggle them. Hold mouse over enemy to see extra info. Place down the purple tile that look like an anchor to spawn an anchor point, which will ask you for its' name. While not in the editor (Which makes you 2x faster and no collisions), hold "q" for Editor speed. Hold "e" to see enemy inner thoughts. Press "b" to reset entities, but keep in mind it will delete temporary entities. Press "t" while your mouse is over a tile to make it a temporary tile. Whatever the tile is will be its pre-trigger form, and whatever tile you have selected will be its post-trigger form. Then fill out what the trigger is from the list. Move mouse to the top-right to show the toggle that turns on and off the pallete Layer 1: things Layer 2: things in front of layer 1 Layer 2.5: Bo, entities Layer 3: Things in front of entities (house tops, tree tops, lamposts, etc.) Text Programming: /s(peaker) = change speaker (ex: /sbo) /n(ext) = force next page /j(for jump) = jump back to previous part/ (ex: /j@elder-2 jumps back to @elder-2 in the script) /m(for make) = set another npc's part (ex: /m elder @ elder-2 makes elder say their @elder-2 script next time) /g(ive) = add something to a list (ex: /g counterstrike club_skills adds counterstrike to the club skills list) /t(ake) = take something from a list (ex: /t slippers Inventory takes the slippers item from the inventory)
Music from Real_ForestYT ( now controlpan3l), check him out! (https://scratch.mit.edu/projects/1288665037/) Coding help from Griffpatch DEV NOTES: June 10, 2024: Procedurally Generated Structures!!! July 3, 2024: Improved procedurally generated structures July 10, 2024: Added procedurally generated water spaces. August 15, 2024: Added "ghosted" Bo to show when behind other tiles. September 9, 2024: Started squirrels V1 November 21, 2024: Finished squirrels V1 and added particle effects. December 4, 2024: Added swimming animations, changed starting position to center of first map. January 2, 2025: Added text engine February 5, 2025: Redid house design. March 2, 2025: Added character images to dialogue boxes. March 27, 2025: Redid enemy ai with Griffpatch's code and integrated it into engine. April 9: 2025: Added squirrels charging Bo, player health, and death. April 17, 2025: Fixed squirrels and ui overlapping text box; gave squirrels red eyes when charging Bo April 18, 2025: Gave enemies animations, thanks to the person on Griffpatch Academy for the help! Also, 50 views! April 23, 2025: Broke entire tile engine, but at least trees have animations! P.S. fixed tile engine same day. May 9, 2025: Gave enemies obstacle avoidance + collision detection. Also, redid tree animation. June 2, 2025: Added enemy types, and fixed player to enemy collisions. July 29, 2025: Fixed squirrel attacks. Added ladders and bridges, wind-ups to squirrel attacks, camera shake, Bo now gets pushed back by hitting enemies, and changed the water animations. Also, 100 views! July 30, 2025: Added sound effects and tweaked bone club. Added shadows to tree model. Added counterstrike system. August 5, 2025: Squirrels can choose between targets. August 6, 2025: Gave elder a beard and player collision. August 28, 2025: Made camera changes and tweaks to bone club swish August 29, 2025: Added in Griffpatch's dialogue system, and added village blacksmith and some of village. September 5, 2025: Changed squirrel death animation, and tweaked its timing. September 8, 2025: Made Bo move half as fast on inclines. September 9, 2025: Added in pausing September 14, 2025: Added Performance variable to pause menu. September 15, 2025: Added delta timer, decided to not use for anything. 2025: Added inventory system September 22, 2025: Finally fixed longstanding bug where you could get stuck in terrain by standing next to it and hitting an enemy, which would knock you into the tile. September 23, 2025: Added chickens to game as a ranged enemy, but they can't shoot eggs at you yet. September 29, 2025: Made world collisions look better October 1, 2025: Added in egg projectiles that chickens shoot at you. October 2, 2025: Redid chicken animations, added treasure chests that give health when interacted with. Added names to text boxes October 3, 2025: Added chicken death animation, made chest interaction less laggy. October 8, 2025: Added scale variable to paws menu October 12, 2025: Added charge attacks, and a music volume controller to paws menu. October 23, 2025: You can now go behind and on top of raised structures. November 4, 2025: Added death animation and restart, and some of the tutorial. November 17, 2025: Added a sideways house. December 4, 2025: Redid squirrel's damage detection. Thanks to the person on Griffpatch Academy for the help! December 16, 2025: Added explosion animations December 18, 2025: Added in Dynamic Camera Scrolling mode. March 11, 2026: Holy Music Tracks Batman! July 25, 2026: Added temporary tiles. September 12, 2026: Streamlined enemy code, redid entity collisions, started designing the Forest of Scariness, and added werewoofs