Perilar: Dark Weaver

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Perilar was my favorite of my games, an original iPhone RPG (loosely inspired by Rogue, Ultima, & Zelda). Alas, the App Store is a pain in the ass to stay current in, and Perilar needed updates I wasn't willing to jump thru Apple's hoops to deliver, so it's been gone from the store for a few years. Does anyone even remember me?

Then I wrote & released Brigand, a stripped-down realtime roguelike, which apparently everyone got mad at either because it was too hard (it was, but I liked that), or cost $9.99 which is SO MUCH MONEY on the goddamned App Store. And again the App Store made it obsolete and it wasn't reasonable to update it.

So I got back to a new desktop version of Perilar. I wrote a JS prototype (Fallen Kingdom) that wasn't fast enough to be usable, but let me rapidly test a bunch of new things. Now in Scheme, after a very long time, I have a nice, fast, nearing-complete sequel to Perilar: Dark Weaver.

Where I am right now:

  • World has both hand-designed and random sectors, tho the latter need some smoothing out to look like real terrain. I can walk across the world, at least until I hit impassable sectors. Porting my complex map and dungeon generators in is the next task. I have spent the last 6 months building features in the Town of Amity, and I'm ready to move on!
  • Most of the tile art is from the DawnLike set, with a lot of customization and new art where needed, and I've stuck to the DawnLike palette, it really has a nice old-timey look, a little less garish than the Atari 800, brighter than C64.
  • Player art isn't going to be these sprites, but the paperdolls I have are 2-facing (East/West), and I'd prefer 4- or 8-facing (you can move diagonally!); so I still need to find or draw (oh no) those.
  • NPCs have dialogue trees, stores, and special abilities (like the Innkeeper healing you; they're not super-powered).
  • Combat, with multiple attack/defense options, works in my test area. I haven't spread monsters around the sectors yet, but they've been developed and tested in the JS prototype.
  • Loot is extensive, magical weapons and armor have all the complex options you'd expect. I'm being a hardass on encumbrance in this one, because you can drop loot anywhere and come back for it. (Not quite the hardest possible ass; gold doesn't count towards weight, which it does in tabletop RPGs!)
  • Spells beyond Magic Missile are not implemented at all yet; will probably ship with only the dozen basic spells from the original release, and advanced spells added in an update. You won't find anyone to teach those for a long time anyway. Despite that, Wizards are still useful with magic wands.
  • New bosses, boss arenas, deeper dungeons, main quest, and sidequests.
  • At least one sector will be user-modifiable, tho I don't know if it'll be in the first release. You can buy furniture and walls, and fix up your own town. There's useful things you'll be able to get from that. (The building mechanic half works now; gathering doesn't).
  • Currently tested on Mac, should be buildable with no or very few changes to Windows, Linux, BSD, etc., but I need to get proper test environments for all of those.
  • Will be for sale on itch.io sometime this year. Price TBD.

I feel super awkward about self-promotion, but I do have a Patreon, and for Gold level you'll get betas; I haven't explained this, but at any level, when you've paid up whatever the cover price of the game ends up being, you'll get a full release license for it, too.

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