0 reviews
  • Add Review
  • Subscribe
  • Nominate
  • Submit Media
  • RSS
"Greetings and salutations dear viewers!
On today's episode, we're talking about the deadliest of all the planets. Yes! That's right! It's Grimorb Nine.
Named so simply cause it's the 9th planet in the Grim-system. And the only planet in the system's habitable zone.

But what makes it so deadly? Well first off, it's right at the edge of explored space, so it's really really far away. Even outside the reach of our esteemed Empress and her royal guards. This, of course, makes it a popular spot for the more... immoral types. Pirates, outlaws, cultist, and all those kind of people.

But the deadliest of all is it's high frequency of demonic incursions. Where do they come from? Well we do not know. One thing we do know: they sure like to hang out on Grimorb Nine."

- Deadliest planets in the known galaxy and why we don't go there, Episode 46



Blood & Grime (wip title) is a first person dungeon crawl game. Create a party of three scavengers and set out to explore the planet of Grimorb Nine. Scavenge ancient ruins, visit friendly settlements, do quests, and talk to a surgeon who might replace your arms with tentacles. Fight monsters and men with ill intends in a turn based menu combat system.
The game is still far from complete and a lot of systems and game design is still up in the air. So don't expect any finished game soon. Normally I'd hold of creating a game page until it's further a long, but I wanted some place to occasional post some progress blogs at.



Game is coded with Monogame

Latest Blog

01 - Items & In-game Editors

With this game I want to build a robust groundwork that I can reuse in the future for similar games. To make everything a bit easier to work with I decided to put in the time to make editors (that and I really enjoy coding tools).
So the past two weeks I've spend laying down the ground for supporting editors and the first one I build was the Item Editor.


(Items and balancing is still up in the air.)

It still has some kinks and quality of life stuff here and there to work out. But it's good enough for the moment.




Another reason for doing all the editors is that in the future I want to support a scenario editor so players can create their own campaigns. But it probably won't be for this game.

All the editors can be accessed anytime in the game by pressing F2. Which is really handy when playtesting. If I find something that's off I can go in and fix it right away.


(Right now it's a bit empty, but later all editors will be collected on that screen)



Next up will be dropping items on the ground and picking up them up.


For future update posts would you be interested in seeing code or is that boring?
  • Production
  • Momeka
  • Custom
  • Action Adventure RPG
  • 01/03/2021 06:22 PM
  • 01/09/2021 10:39 PM
  • N/A
  • 880
  • 4
  • 0

Posts

Pages: 1
This is real pretty!
The walking looks smooth and the menus seem very well coded.
Will there be hotkeys to open and close the characters' stats or inventory without having to click on them?
author=Avee
This is real pretty!
The walking looks smooth and the menus seem very well coded.
Will there be hotkeys to open and close the characters' stats or inventory without having to click on them?


Thanks, yeah there will be hotkeys for those stuff. I've set up the input system so it will be fairly easy to add key rebinding later as well.
Whoa, this looks like a remake of Catacomb Abyss 3D (due to the color scheme), but better of course! I am really curious about this game.
Cap_H
DIGITAL IDENTITY CRISIS
6615
this is pure dope.
author=TheRpgmakerAddict
Whoa, this looks like a remake of Catacomb Abyss 3D (due to the color scheme), but better of course! I am really curious about this game.


That's great, I love the Catacomb games!

author=Cap_H
this is pure dope.


Nice, that's what I'm going for :P
Pages: 1