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Gelatinousgelboy

I made a thing: https://youtu.be/mTcGoNK8lY4

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Gelatinousgelboy

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I'm wracking my brain looking for this game from my youth (90's-00's): a top down roguelike with an extensive editor for items/monsters/etc

Platform(s): Mac, OS 9 compatible (but maybe made for earlier OS?)

Genre: Top down turn-based Roguelike RPG

Estimated year of release: Probably 90's to early 00's, might have come on a MacAddict Magazine demo disc? Felt like it could be a small throwback project, very 1980's in design

Gameplay: At its core, it was an old school rogue-like (random map generation, permadeath, 8-way turn based movement, equip items, cast spells, fight monsters, etc). There was only one player character. There may have been ranged weapons and spells, but I don't remember how you used them. There was no story to be spoken of; the main goal as far as I played was explore, survive and acquire loot/power. Magical spells and portals could teleport you across the map, there were probably multiple levels. You'd receive gold from defeated enemies and I think you could spend it at the towns? You definitely could get robbed though.

I remember this because when you booted up the game you could opt to customize/add to the monsters/items/etc that you encounter in the game. With extensive dropdowns/menus/textboxes, you could set all their stats and attacks and special abilities (including stealing gold), as well as how those abilities are described in the plain english log (so the "Cheesehog" I invented would "steal your cheese" when it actually stole gold). You also set the sprite the monster/etc used and sounds they made.

This editor aspect was what really caught my fascination with the game, and I had nearly forgotten about this game itself and was misattributing the gameplay/customization to Yipe III until I looked into it and boy that is a different game. I've looked through all the 90's Mac software repositories I could find and haven't turned up anything, I feel like this might have been a very small production or passion/personal project.

Graphics/art style: Simple colorful non-animated sprites in a square grid view of the game world, where the player/items/monsters/towns/etc only take up one square each (but can overlap). Artistically, it felt somewhere between Dungeon Crawl Stone Soup, Exile and Minotaur: Labyrinths of Crete, leaning toward cartoony. The whole game seemed to take place underground or in a dungeon.

The game view takes up the right (I think?) side of the screen and the rest of the UI is very much a standard Roguelike layout: hero name, health and mana numbers, statistics, equipment, and a log of the action in plain english ("you pick up the sword", "you attack y for 5 damage", etc).

The style and theme of the world was generally generic medieval mythical magical dungeonland, but individual sprites could break the theme for no discernable reason. For instance, there were different types of towns (medieval, western, eastern, etc?) incongruous with the setting that played a stereotypical song when you entered them. Monster sprites ranged from just faces to full bodies; a hobgoblin would just be a face, but a dragon would be fully rendered.

Different types of the same monster/item were indicated by different colorations of the same sprite. Many metal/magical things had this very simple gradient (see the shields/magic mirror in the minotaur vid link). The magical sounds were very similar to Heroes of Might and Magic.

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Gelatinousgelboy

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@liquiddragon: I actually loved today's stream, the casual mood captured the foreign scene's personality compared to the pomp of the Korea launch. Both are delighted about the reinvigoration of a beloved game, they just celebrate it differently. I mean, we of all people should understand the value in being laid back!

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#3  Edited By Gelatinousgelboy

Launch event is LIVE! It's a LAN party in this weird space, so fun to see Day9/Tasteless/Artosis shootin the shit on the couch while the other foreigner legends play!

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#4  Edited By Gelatinousgelboy

After an awesome launch last month in Korea (check out the games/history), StarCraft: Remastered is getting its world-wide launch on August 14th! At 10AM PDT, both the free and remastered versions of SC will be added as a tab/available in the Battle.net launcher. The launch stream goes over Monday and Tuesday Aug 14-5 (12-9PM PDT), and features a buncha old friendly faces (see right), including Day9 and Tasteless (the brothers Plott)!!

I'm super excited to catch the stream and sink my teeth back into the game as soon as I can!! What about you?

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Gelatinousgelboy

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#5  Edited By Gelatinousgelboy

https://youtu.be/mTcGoNK8lY4

Just finished this for a local animation festival, thought y'all might actually get all the references. The Fog of Warhammer stream had so many hysterical moments, but this was too good to pass up. Made with lots of love and not enough sleep :)

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Gelatinousgelboy

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@mrplatitude: There's mention that they're focusing on those blocks of green exposition text (For example this epilogue: https://m.imgur.com/TP4PTbN?r) for the comic-booky styling, rather than the briefings. I definitely think there's a charm to the original briefings, so I'm glad they're focusing on the least effective storytelling in the game.

@fredchuckdave: Thank you, you are so right and errbody should get on that free BW and check out the KR pro scene! I think it can be easy to fall into a rut when you're looking forward to the new shiny version of a thing and not engage with the awesome game you've got sitting in your lap (been replaying the campaign and good gravy I forgot how dark it gets).

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Gelatinousgelboy

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Loading Video...

SC:R is set to release in US August 14, 2017, and is priced at $15 with pre-purchase bonus cosmetic town hall skins. Release comes early for Korean PC cafes on July 30th, 2017, and there seems to be a deluxe physical edition. SC:R features multiple levels of updated visuals (original, remastered, and environmental effects/real-time lighting) with widescreen/4K support, remastered audio, enhanced narrative (graphic novel interludes for those blocks of green exposition text), cloud saves, matchmaking & leaderboards, and support for 13 languages. With the pre-order skins and a mention of a 2 week "experience boost" at PC cafes, it seems like a level-based system for unlocking cosmetics may already be in the game, but no details are currently available.

Here's some gameplay Broll for those who want to see it in action, and Ars Technica has an article about the (re)creation of the game!

For my part, this is really exciting! The price feels really reasonable (was expecting something more like $30) and I'm digging the new visuals (other than the zergling death anim...). Definitely picking this up!

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#8  Edited By Gelatinousgelboy

Currently heartbroken, I loved having an academic and carefully observed perspective from Austin, but I know you're gonna nail it, dawg, so go gettem.

EDIT: Why am I so upset. Dammit.

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https://supermariomakerbookmark.nintendo.net/courses/0F32-0000-0175-7070

Bowser's Black Gates - featuring giant iron portcullises, bullet hell and some unfriendly platforming! Be the first to best it!

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Gelatinousgelboy

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Alarak from SC2 Legacy of the Void was terrific