leash is a crazy one man project. I am building a RPG-like game, powered by almighty random generation, my own graphics engine, and loads of various ideas.
I have no idea when leash will be finished, I'm not sure if I'm going to finish it at all. My plan is to work on leash as long as it brings me fun. The game slowly will become more and more complete but I have not decided yet when will I finish or how the final game will look like.
I will be delighted to know your thought about the game, please drop me a line at email@example.com
If you want to play all the versions one by one, to see how the game evolved, you can download the full package: leash-history.zip [78MB]
|0.03 alpha||0.03-alpha.zip [26 MB]|
|0.02 alpha||0.02-alpha.zip [26 MB]|
|0.01 alpha||0.01-alpha.zip [24 MB]|
|0.007 prealpha||0.007-prealpha.zip [968 KB]|
|0.006 prealpha||0.006-prealpha.zip [1.8 MB]|
|0.005 prealpha||0.005-prealpha.zip [164 KB]|
|0.004 prealpha||0.004-prealpha.zip [96 KB]|
|0.003 prealpha||0.003-prealpha.zip [64 KB]|
|0.002 prealpha||0.002-prealpha.zip [60 KB]|
|0.001 prealpha||0.001-prealpha.zip [60 KB]|
This list of features contains some initial ideas, general concepts and things that are currently implemented. As the development will move forward some things may change and will be updated below.
leash will be using RAYAV ‐ the cutting edge audio raytracer, crated by DSP research group at AGH University of Science and Technology in Kraków. The realistic audio simulation will bring the whole new level of immersion to the game. Current versions available for download, does not have this feature yet.
The world of leash is build from small rooms (more or less like dungeons in classic Zelda games), each room is randomly generated and is intended to be a kind of small challage to the player. It may contain a short puzzle, a pack of enemies, or few precious items surrounded with deadly traps, or any combination of former, or even something totally unexpected. This system is intended to be as simple as possible (as my resources are extremly limited), but at the same time is should be able to surprise the player and provide nonreptitive experience.
I've always valued first person perspective (FPP) games for the level of immersion, they are able to provide. That's why I decided to make leash a FPP dungeon crawler. The depth of the expierience is supported by high difficulty level and the permadeath mechanic — a renowed trick, present in all roguelikes. Graphics of leash are intended to be realistic, they are rendered using my own, custom-build engine, designed to take advantage of modular structure of the game world.
Data that is used to generate most content of the game. like: locations, items and enemies, is stored in JSON files. This feature makes leash easily extensbile, as most parts of the game can be tweaked with any text editor and with limited prior knolwedge. The specifications of the files will be released with the game, however in most cases files should be sefldescriptive.