(http://cendric.ch/download/196/title_img.png)
Cendric is an open source (https://github.com/tizian/Cendric2) RPG-Platformer game
where the player can explore a world by completing levels and solving quests.
(https://i.imgur.com/5WKFbF7.png)
1.0.4 Release (http://store.steampowered.com/app/681460/Cendric/) available at Steam for Windows / Mac / Linux
1.0.4 Release (https://ironbell.itch.io/cendric) available at Itch.io for Windows / Mac / Linux
1.0.4 Release (https://github.com/tizian/Cendric2/releases/tag/1.0.4) available at GitHub for Windows / Mac / Linux
Genre: RPG, Platformer, Puzzle
Platforms: Windows, Mac, Linux
Mode: Single Player
Languages: English, German, Swiss Germa
Libraries: SFML, TinyXML, LUA, LUABridge, SQLite
Main Features
- Top down map with level entries that lead to a sidescroller view
- Water simulation and particle systems
- 3 different guilds to join
- Many spells that can modify a level
- Spells itself can also be modified
- Many NPCs, quests, dialogues and items
(https://assets-cdn.github.com/images/modules/logos_page/GitHub-Mark.png) (http://www.github.com/tizian/Cendric2) (http://media.indiedb.com/images/global/indiedb.png) (http://www.indiedb.com/games/Cendric/) (https://www.fepblue.org/assets/img/twitter_button.png) (http://www.twitter.com/CendricGame/)(http://i.imgur.com/siUSGG8.png) (http://cendric.ch)
Progress Update
After the first alpha release with content, we fixed a lot of small issues in the game, based on tester feedback.
And, we went on with development, of course.
New tiles (and enemies)
Falling, spikey tiles, inspired from the thwomp tiles from Super Mario.
(https://media.giphy.com/media/3osxYxAXI6ILJZHqNy/giphy.gif)
Books, which can be read (with a very interesting content)
(https://media.giphy.com/media/3osxYzzE1d3KWix6RW/giphy.gif)
A few new levels
(http://i.imgur.com/ahhLvPs.png)
(http://i.imgur.com/Ky7RLXy.png)
Wow, thank you again for your very detailed and useful feedback, we really appreciate what you do for this game. We have already implemented/fixed half of the issues you mentioned:
Fixed
- The AI seems to like living on the edge: http://i.imgur.com/sjutwQM.png :D Adjusted bounding box
- When you have the inventory open you can still attack even when you click on the non-interactive UI elements. Maybe attacking while clicking on the game space is fine, but IMHO click "through" the UI feels a bit This is no longer possible
- The information that you can't equip items inside a level only shows when you try to unequip something and not when you try to equip it. The information will show now
- Why exactly are there two check points? Seems a bit odd: http://i.imgur.com/qzULIvQ.png Fixed
- Bridge collision path seems a bit off. Like in the picture I'm standing perfectly on the bridge, but I can't move over it in that position: http://i.imgur.com/VsqHHQR.png Fixed
- Would be great if the save games were sorted after the date with (newest at the top) Done. Also: Autosave and an option to continue with newest game when it is restarted.
Regarding the jaggy cutscenes, I don't really see what we could change here. The way it's implemented is as follows
cutsceneImage.setPosition(oldPosition + velocity * frameTime.asSeconds());
Where the cutsceneImage is of type sf::Sprite
Do you mean we should round this float vector to an int vector first and then set the position?
Maybe I clicked too fast, but for me it wasn't clear that I needed to bring multiple and different meat types to the wolf-man. Also not sure why it failed.
The quest failed because you attacked the NPC. Quests can be viewed in detail in the quest log (open with J, for Journal). I think we should add a hint for the quest log. Expecting the user to try out every key or to take a look at the keybindings is maybe not the best thing to do.
Why can Visps sometimes shoot through platforms and sometimes they can't?
They always can (their spell ignores colliders), but maybe they just choose not to. :P No, but seriously, did a collider stop their spells?
And regarding the boss, we'll work on it. It's a fine line between challenging and frustrating. Maybe the player could get some hints or information about the bossfight from other things, for example, signs or documents.
"Thanks for playing!" :D
Yeah, thank you :D. We are going to check/think about your other points as soon as possible. And keep you posted. ;)
(http://i.imgur.com/vAsEeza.png)
Hey all! We're back with a new pre-alpha release for Cendric. There's finally an end in sight - 70-80% of the content is done.
Changelog
- Finished chapter III
- Added jump sensibility (it finally feels like a true platformer, eh)
- Added cross-map teleport (see gif below)
- Item stats can now be compared with the equipped ones
- The text for dialogues is now a sf::Text and is better readable than the bitmap font
- 3 new bosses
- 5 new enemies
- New levels: Jack's Lighthouse, Rainy Forest, Cathedral of Gandria, Forgotten Passage, Crypt of Gandria, Bridge in the Swamp
- New map: Marshlands, The Red Pearl (Brothel)
- Several new quests and items
- New NPCs and dialogues
- Enemy AI upgrades
- API upgrade for npcs and enemies
- Several bugfixes
(https://media.giphy.com/media/l0Iyp8Yzz6Z8YOHEQ/giphy.gif)
(http://i.imgur.com/HvcBq5f.jpg)
You can get the release here: https://github.com/tizian/Cendric2/releases/tag/v0.5.0 (https://github.com/tizian/Cendric2/releases/tag/v0.5.0) but as it is the second-last or last release before the final release, maybe just wait for that. But if you want to test it anyway, we'd be happy to hear your feedback :)
Cheers,
Ironbell
I'm curious why did you decide to use sqlite over Lua, XML or plain text for defining your items and spells and all? Isn't that more work for little to no gain? Do you just like SQL or sqlite DB Browser?
Good question. When I began implementing this game, I didn't know much about gamedev with C++ so I just sticked with what I knew. The custom config (ini) files were just a way for me to learn how to write a parser and as the config files stayed simple enough, I never changed to something more sophisticated. Using a simple text editor, they are also more readable than XML.
Regarding the database: I started using it because I needed a simple solution for the localisation. With a database, you never have to reload all strings when changing the language and you don't have to keep much in memory. It's really fast and convenient. Items and their properties are all nicely packed in one intelligent file that is kept open while playing. And just imagine the possibilities when balancing the item's stats! Want to know about all items that have a "health" attribute that is at least 5? Easy.
SELECT item.item_id FROM item INNER JOIN item_attribute ON item.item_id=item_attribute.item_id WHERE item_attribute.max_health >= 5;
I'd say it would require more code (and there's overhead) to do something like this when using Lua tables.
Also, there is Lua 5.3.4 and you have compiled the Windows exe with 5.3.1.
Oh, I've never updated the Lua version since I first got it. I guess it's time to do so, thank you :)
Also also - shameless plug - I happen to have a nice LuaConsole that happens to work with 5.3 too. It's very convenient. ;)
That's great, I need one anyway for "cheating" (inserting gold and items into the player's inventory, checking and changing quest states etc.) These functions are already in the API but I got no ingame console - yet. So I'll check it out :)
(http://cendric.ch/download/200/beta.png)
Registrations for the closed beta are open!
http://cendric.ch/closed-beta (http://cendric.ch/closed-beta)
As already mentioned before, Cendric will have a closed beta that will start on the 9th of November and go until the 30th November. If you're interested in getting fresh builds (one a week for three weeks), register. You can also earn points by reporting bugs.
This is an open source GitHub beta. It's an experiment, but we'll see how it goes. It would be great so see some of you guys participating. But, as always -> the beta will spoil you and you can also wait for the final version of course.
Have a great day. I'm going to sleep now.