I'd like to present to you my current project, a console-style freeware RPG with ASCII graphics called Whispers in the Moss. What sets this game apart from other ASCII based games is the graphics. I'm personally not aware of an ASCII game that makes as serious an attempt at really utilizing ASCII's potential and using it as ambitiously as I am doing with WITM. I certainly don't want to brag, but it's no doubt a fact that with ASCII games gameplay usually comes first and the graphics are pretty much the lowest priority. I'm approaching things differently.
The actual game engine is about 95 % completed, so now I'm moving on to the creative process of writing, implementing the story and creating maps, which is of course painfully slow. One symbol on the screen still works as one "tile" in my game, like in most ASCII games, but due to my use of colors, I have at my disposal far over 25,000 unique "tiles", and that's not including dynamic, moving tiles (water, smoke, etc.). I want to add a lot of detail to the maps, so making one simple map from scratch can take anywhere from 4 to 8 hours, and I have to make dozens and dozens of them...
Here are two gameplay videos showing what the game will look like.
This video shows the battle engine, which is now fully functional.
Earlier video with a very poor quality (sorry about that), which shows some of the first areas in the game, talking to NPCs, browsing shops and menus etc. The battle engine was not yet finished when this video was made, which is why you'll only see enemies attacking the player and the player not being able to fight back. Also, the lighting effect indoors looks awful in this video, but I've already fixed it.
Edited by Retro Owl, 12 February 2013 - 07:03 AM.