After more time than I would like, I finally got this video out. But yes, my GameBoy game is called Túr: Hunger, Pain, & Monsters. Túr is the Irish Gaelic word for “Tower”.
The game is a dungeon-crawling RPG, and a very rough one at that. I’m focusing on the juggling of stamina, hunger, and tiredness. You need food to not be hungry, you need to not be hungry to sleep properly, and you need to sleep properly to regain stamina. And to top it off, there’s also perma-death. So I guess you can add Roguelike into the mix as well.
As I said, it’s quite crude at the minute. What feedback I did get complained about the repetitiveness of the gameplay, the balance of it, and some general complaints about the user interface.
On the last one of those, I’m already considering changes to some designs. Especially the camping and battle scenes. The NPC recruit scene also still needs to be finished. The skill system needs to be rewritten entirely just to display them properly.
As for game balance, the game isn’t hard enough. The mage is overpowered, and the MP cost of spells does not reflect the power that they possess. The way strength is calculated is still not quite what I’m looking for. As no matter what your condition, as long as you’re on a higher floor, it will always go up. I’m considering a way of taking the number of enemy encounters you have into the calculation, which might solve that problem.
As for the repetitiveness, that’s a harder problem to solve. I likely need to give enemies their own unique attacks and add weaknesses and strengths to the player classes. Another thing I’m mulling over is adding more RNG to the mix, like a Wheel Of Fortune type of mechanic. Just to throw a monkey wrench into it.
Sound overall is broken, so I need to fix that. There’s an overlapping issue with the music, and sound effects that were created externally don’t play back correctly in certain emulators, including the one GB Studio uses. Those sound effects will need to be recreated in FX Hammer.
Anyway, that’s the gist of things; you can watch the video for more details. And if you want to play it, click the link down below:
Schedule Changes
These last two videos have absolutely ruined my scheduling, but here’s the current layout as it stands:
Jan 2025
Fix PCGlobal Game Jam
February & March 2025
SMG Asset Release
Spring 2025
Weapon armature Blender tutorial
June 2025
Cybersurfer demoGB Studio Dungeon game demo release
Autumn & Winter 2025
7DFPS prep(Cancelled)
Early 2026
- PID with Quaternion rotations video
- Video about the Project Fighting Styles
- Global Game Jam 2026
Later In 2026
- Tur second demo release
- Cybersurfer Early Access release
- Untitled 2D Godot game (Might be shelved)
As you can see, these last two videos have taken MONTHS to complete and have really thrown a spanner into the works. I’ve had to cancel plans for 7DFPS, as I just cannot commit the time to it. Furthermore, I’ll be all-in on both current projects, so any side projects like Blender animations or the previously planned Godot-based game will have to be put on hold. Global Game Jam will happen as previously planned.
Next year is the make-or-break time for Cybersurfer. I need to finalise its design and concepts, rebrand it, and start getting it in full production. Tur’s development has been swift, leading to major progress in a relatively short amount of time. But there’s also a lot to fix and add before I’d call it finished. But it may end up being finished within the next year if progress continues to be successful.
Video projects have been deliberately pushed out. I need a rethink on my production pipeline. I recently switched to using DaVinci Resolve’s ADR tools to record voiceovers for them. I originally thought that it would speed up production, but somewhere in the scriptwriting-to-ADR process, the time requirements shot up. Although the actual recording process was generally more painless. That said, these videos have gotten far too long, as I’m bogging down viewers with technical details. I should probably focus more on the front-facing changes and only provide layman’s explanations where necessary.
On the subject of things taking up too much time, the Den post is being worked on. I’m barely halfway through it. I’ll try and get it up by the end of this week.
Till then, keep busy.
-Adam