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June 17th 2014, 08:34 AM
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A brotherhood betrayed. A journey beyond the very edge of the world. An ancient evil threatening to swallow the whole of GoodHeart... And a single bag of tricks that stands in the way: Martridge, the gentle magic tutor of SunCool pond.

Are you a bad enough gnome to rescue your brother, and extract payback in charred flesh and cooked entrails?

Features
* Mouse-controlled, fireball-spamming action!
* Good story
* Garden gnomes
* New spells
* New and improved enemies (Robots and AIs, hammerhurling goblins, dragons that actually breathe fire!)
* Boss fights
* Be a wizened wizard or be an asshole, multiple endings

Screenshots
Title screen
Tragic intro
Balls of fire
Dragonbots are back, this time with fully operational missile launchers!
Zombies of PondTown
Map

About
I started this dmod way back in 2008, but it's changed a lot since. Some things that are still the same is the wonderful garden gnome concept (garden gnomes need MORE LOVE), and messy code!

The complete dmod will be a large quest. The gameplay plays a big role; killing monsters and battling bosses will be your bread and butter. For some reason, every creature on the whole mountain seems to be freaking out.

This dmod is not just a combat dmod, though. The story is very good, and you'll be talking to many things, figuring ways around obstacles, and facing moral dilemmas. Mercilessly burning the child-zombies of PondTown might be the quick and easy way, but is that really the right thing to do?

Gameplay
As mentioned, this dmod will be mouse-controlled! Well, semi-mouse controlled. Movement, interaction and aiming spells will be done with the mouse, while Shift is used for casting spells, Space is used to warp around the screen, and Control is used to dash.

Dash gives Martridge a short burst of speed, which can be used to run from enemies, or run THROUGH enemies, such as between the legs of a fearsome Rock Monster... the kind of things little bearded ninjas do.

The gameplay is a bit of a question mark. I've got it working relatively well, but there are still some issues that I might have to address, and some small annoyances you effectively can't get rid of, due to Dink being a game that was never designed to be controlled with the mouse in the first place.

It is good, though. It might take a little bit of getting used to (I can't judge such things well, because as the maker of the game, I'm already intricately familiar with the gameplay!), but it's good. At one point, I contemplated whether I should revert the game back to default keyboard control, but it would have lost so much more than it would have gained. Mouse control brings a much greater sense of speed and urgency to the game, and aiming projectiles exactly where you want to... so great.

Progress as of 16.6.2014
This dmod is currently about 2/3 complete. Perhaps even 3/4, since I have a pretty good idea of what I still need to do - it's easier when you have a clear plan. Hopefully, now that I've come out of the cellar with it, I'll be able to work on this dmod on a less sporadic timetable than this far. If so, I should be looking at a release date late this year, or early next year.

If not, except it sometime in the next 5 years.