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Peculiar Voyage: Escape from Cute: Difference between revisions

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{{Infobox homebrew
{{Infobox homebrew
| title      = PECULIAR VOYAGE: Escape from Cute
| title      = Peculiar Voyage: Escape from Cute
| image      = [[File:Peculiarvoyageds.png]]
| image      = [[File:Peculiarvoyageds.png]]
| type        = RPG Rogue-like  
| type        = RPG Rogue-like  
| version    = Demo
| version    = Demo
| licence    = Mixed
| licence    = Mixed
| author      = espectraa1s
| author      = crow (aka espectraa1s)
| website    = http://forum.palib.info/index.php?topic=7088.0
| website    = https://web.archive.org/web/20090429084636/http://forum.palib.info/index.php?topic=7088.0
| download    = Media:Peculiarvoyageds.rar
| download    = Media:Peculiarvoyageds.rar
| source      =  
| source      =  
}}   
}}   


This is a demo of a rogue-like mystery dungeon style (e.g. Shiren the Wanderer) game. And there is a basic quest and multi-floor "dungeon"
Peculiar Voyage: Escape from Cute is a demo of a roguelike Mystery Dungeon style (e.g. Shiren the Wanderer) game. There is a basic quest and multi-floor dungeon implemented. It also has a scoreboard and a few collectables.
implemented. Also there's a scoreboard to try to improve results, and  
a few collectables.


==Features==
==Features==
*Gamesave
* Gamesave.
*Traps
* Traps.
*A few item classes
* A few item classes.
*Monsters  
* Monsters.
*NPCs  
* NPCs.
*Basic quest to fulfill
* Basic quest to fulfill.
*Score Ranking, Notes and a "monster menagerie"
* Score Ranking, Notes and a "Monster Menagerie".


==Installation==
==Installation==
#Download and extract file
Download and extract file.
#[http://chishm.drunkencoders.com/DLDI/ DLDI patch] it and copy it to the root directory of the card
 
[[DLDI|DLDI]] patch it if needed (if your card does not have auto-patching) and copy it to the root directory of the card.


==User guide==
==User guide==
It's turn based, the player moves or attacks, and the monsters each get a turn afterwards. You basically wander around the dungeon, fight monsters, pick up items and try to survive to the next floor and get as far as possible. Although it's turn based, a hardcore mystery dungeon player often has a style that makes it end up being pretty fast paced.
In this game, you can wander around the dungeon, fight monsters, pick up items and try to survive to the next floor and get as far as possible.  


This is the blue, semi-transparent layer on top of the main action on the bottom screen.
The battle is turn-based, where you choose to either moves or attacks, and the monsters each get a turn afterwards. Although it's turn based, it is inspired by hardcore mystery dungeon which often has a style that makes it end up being pretty fast paced.


It's basically a map of the whole floor, with rooms and corridors filled in as the player walks into them. Blinking white dot is the player, yellow dots are friendly characters, red dots are monsters, blue dots items, blue square is the exit to the next floor, finally a black x marks a trap location.
On the botton screen, there is a semi-transparent layer (in blue) on top of the main action area. It's basically a map of the whole floor, with rooms and corridors filled in as you walk into them:
* Blinking white dot - You.
* Yellow dots - Friendly characters.
* Red dots - Monsters.
* Blue dots - Items.
* Blue square - Exit to the next floor.
* Black x - Trap location.


==Controls==
==Controls==
A - attack monsters, talk to NPCs
A - Attack monsters, Talk to NPCs


B - (tapped and released quickly) menu for inventory, (menu) back out
B - (tapped and released quickly) Menu for inventory, (menu) Back out


D-pad+B - make character run down a corridor, (next to friendly character) swap spaces with player
D-Pad+B - Make character run down a corridor, (next to friendly character) Swap spaces with player


L - shoot equipped projectiles with a slingshot
L - Shoot equipped projectiles with a slingshot


R - restrict character's movement to diagonals
R - Restrict character's movement to diagonals


X - status menu  
X - Status menu  


D-pad+Y - change directions without moving, (inventory menu) sort items
D-Pad+Y - Change directions without moving, (inventory menu) Sort items


==Media==
==Media==
'''New features'''<br>
<youtube>oPKgDsFYRjU</youtube>
'''Bonus dungeon'''<br>
<youtube>LPzkZvDJEZs</youtube>
'''Demo'''<br>
<youtube>oPKgDsFYRjU</youtube>
<youtube>oPKgDsFYRjU</youtube>


==Compatibility==
==Compatibility==
Tested on: FlashCard M3 Real with Sakura firmware 1.34
Tested on FlashCard M3 Real with Sakura firmware 1.34.


It's playable on an emulator (NO$GBA seems to run it best), but saving the game state, etc. won't work, so you'll have to be ultra hardcore and play start to finish each time.
It's playable on an emulator (NO$GBA seems to run it best), but saving the game state, etc. won't work, so you'll have to be ultra hardcore and play start to finish each time.


==Known Issues==
==Known issues==
Still some odd monster AI behavior, not nearly enough item types and monster types. NPC conversations are very basic. Scoring is kind of screwy.
Still some odd monster AI behavior, not nearly enough item types and monster types. NPC conversations are very basic. Scoring is kind of screwy.



Revision as of 06:25, 24 Haziran 2021

Peculiar Voyage: Escape from Cute
File:Peculiarvoyageds.png
General
Author(s)crow (aka espectraa1s)
TypeRPG Rogue-like
VersionDemo
LicenceMixed
Links
[Media:Peculiarvoyageds.rar Download]
Website
Advertisements

<htmlet>adsense</htmlet>


Peculiar Voyage: Escape from Cute is a demo of a roguelike Mystery Dungeon style (e.g. Shiren the Wanderer) game. There is a basic quest and multi-floor dungeon implemented. It also has a scoreboard and a few collectables.

Features

  • Gamesave.
  • Traps.
  • A few item classes.
  • Monsters.
  • NPCs.
  • Basic quest to fulfill.
  • Score Ranking, Notes and a "Monster Menagerie".

Installation

Download and extract file.

DLDI patch it if needed (if your card does not have auto-patching) and copy it to the root directory of the card.

User guide

In this game, you can wander around the dungeon, fight monsters, pick up items and try to survive to the next floor and get as far as possible.

The battle is turn-based, where you choose to either moves or attacks, and the monsters each get a turn afterwards. Although it's turn based, it is inspired by hardcore mystery dungeon which often has a style that makes it end up being pretty fast paced.

On the botton screen, there is a semi-transparent layer (in blue) on top of the main action area. It's basically a map of the whole floor, with rooms and corridors filled in as you walk into them:

  • Blinking white dot - You.
  • Yellow dots - Friendly characters.
  • Red dots - Monsters.
  • Blue dots - Items.
  • Blue square - Exit to the next floor.
  • Black x - Trap location.

Controls

A - Attack monsters, Talk to NPCs

B - (tapped and released quickly) Menu for inventory, (menu) Back out

D-Pad+B - Make character run down a corridor, (next to friendly character) Swap spaces with player

L - Shoot equipped projectiles with a slingshot

R - Restrict character's movement to diagonals

X - Status menu

D-Pad+Y - Change directions without moving, (inventory menu) Sort items

Media

New features

Bonus dungeon

Demo

Compatibility

Tested on FlashCard M3 Real with Sakura firmware 1.34.

It's playable on an emulator (NO$GBA seems to run it best), but saving the game state, etc. won't work, so you'll have to be ultra hardcore and play start to finish each time.

Known issues

Still some odd monster AI behavior, not nearly enough item types and monster types. NPC conversations are very basic. Scoring is kind of screwy.

Movement in a non-dungeon area (e.g. the first village after the training dungeon) is messy -- you go into a house and when you come out, you're somewhere else in the village...

The somnambulistic state has a zzz animation over a character which implies asleep, but it's supposed to be sleepwalking. I know it's kind of screwy...

That stuff floating across the screen in the "Red Forest" is supposed to be fog -- which is why monsters can seem to come outof nowhere in "corridors" there.

Credits

To the PAlib and libnds people, to Danc from LostGarden for the PlanetCute graphics, to Hidden Observer and to the NO$GBA guy.

Also to the devkitpro, devkitARM people and to the EFS guy.


Changelog

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