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 "e" in level editor over enemy spawn to see ID. 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. 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.) Layer 4: ghosted shadows that show entities 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: Completely reworked the procedurally generated structures, added 3d effect to said structures, and got rid of lag from creating new worlds. July 10, 2024: Added procedurally generated water spaces. August 15, 2024: Added "ghosted" Bo to show when behind other tiles. September 9, 2024: First iteration of squirrel pathfinding works, and it's a LOT more complicated than squirrels in ABP 1! 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. February 6, 2025: Fixed scene changing bug March 2, 2025: Fixed squirrel spawning; 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, courtesy of Griffpatch. Added wind-up to Squirrel attacks. Added camera shake when enemies or Bo get hit, and player now gets pushed back by hitting enemies. Finally, changed water animations. Also, 100 views! July 30, 2025: Added more sound effects and tweaked bone club. Also added shadows to tree model. Added counterstrike system to enemies. August 5, 2025: Gave squirrels ability to choose between targets. August 6, 2025: Gave elder a beard and player collision. August 12, 2025: Made a huge change to camera, which I'm not sold on just yet. Includes camera trailing behind the player instead of locking on to it, and changing the target position to just in front of Bo. August 28, 2025: Toned down camera changes, made 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 Pawformence variable to pause menu. September 15, 2025: Added delta timer, decided to not use for anything. 2025: Added inventory system, as well as new inventory ui for paws menu. 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: Shifted the player model for running left and right down, which results in collisions with objects looking better. I also shifted the starting position right 20 pixels. October 1, 2025: Added in egg projectiles that chickens shoot at you. October 2, 2025: Redid chicken animations, and added treasure chests that give health when interacted with. Added names to text boxes October 3, 2025: Added chicken death animation, made npc/chest interaction make less lag. 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 to make them detect being hit more reliably. Thanks to the person on Griffpatch Academy for the help! December 16, 2025: Finished the explosion animation December 18, 2025: Added in Dynamic Camera Scrolling mode. Find it in the paws menu. March 11, 2026: Holy Music Tracks Batman!