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Jettatura - a first-person oldschool DRPG

megidolaon

Kyoto Cybernetics
Developer
Joined
May 29, 2016
Messages
86
Location
Fat Trout Trailer Park
https://www.jettatura.com





For a long while I've been working on an old-school, turn/round-based, first-person dungeon crawler DRPG named Jettatura in my free time. I intend to finally release it this year (hopefully October/November or maybe even earlier), as it's finally now "start to finish" playable, so I've made a Steam store page for it this week. I'm using the next few months until then to focus on squishing any remaining bugs and such I find and/or already know of.

ABOUT JETTATURA
Grab a trusty No. 2 pencil, a scroll of graph paper, and a sword! As an adventurer, it seems like an immeasurable epoch has passed since any quest of considerable hardship has intertwined your fate, but recently a crisis has befallen the land which beckons your steel! Descend into the labyrinthine depths below the redoubt of Ylondur to retrieve the Scepter of Basmu, slay the treacherous necromancer Arlemal and his band of monstrous henchmen who pilfered it from the Royal Museum, and return as exalted champions to claim your spoils of coin, titles of nobility and acreage, and glory!

Form a party comprised of one to six adventurers to pursue your dauntless quest. But tread not without due caution, for within the dusty crypts, winding mazes, crumbling dungeons, and wicked fiend-temples of the sunless underfoot, there await deadly traps and illusions to confound and enmesh any interlopers -- at least, those who have not already been slain by the many ravenous beasts and cruel goblin-kin who skulk in the shadows!

Available for Linux and Windows.

FEATURES
  • Round-based combat
  • 7 playable races, 11 playable professions, and 3 schools of magic
  • Traditional mechanics - such as Vancian magic and Armor Class going downward from 10
  • Six sprawling dungeon floors - interconnected and winding, full of confounding illusions, dangerous traps, and deadly creatures
  • Over 200 types of items
  • Over 100 types of enemies
  • Lush, colorful, hand-drawn monster and environment art by Juan Miguel López Barea
  • Absolutely no hand-holding - draw your own damn maps!
  • Respects your time - prioritizes gameplay and dungeon exploration; no excessively-meandering "storytelling" here!
 
Last edited by a moderator:

Fowyr

Arcane
Vatnik
Joined
Mar 29, 2009
Messages
7,671
Looks interesting, but somewhat reminescent of recent Japanese Wizardry clones. As you talk about DRPG, I presume it was intended. Mechanically, these Wizardry 1 clones were lackluster. So, with your game it depends on the mechanics and, more importantly, the maps themselves.
If maps are great (see, for example, Chaos Strikes Back) - your game will be great, simple like that.
EDIT: Checked video again, found that I missed "you lost vitality". Heh, Wizardry 1 clone confirmed, with this attack shutter and tremble that was present in Japanese Wizardries.
 
Last edited:

Morpheus Kitami

Liturgist
Joined
May 14, 2020
Messages
2,697
I like the enemy sprites, they're unusual, but still look pleasing to the eye. I'm curious as to what you expect the difficulty to be, asking from a more novice background in turn-based blobbers.
 

megidolaon

Kyoto Cybernetics
Developer
Joined
May 29, 2016
Messages
86
Location
Fat Trout Trailer Park
I like the enemy sprites, they're unusual, but still look pleasing to the eye. I'm curious as to what you expect the difficulty to be, asking from a more novice background in turn-based blobbers.
At the very least, it should be likely that you would lose a party maybe 2 or 3 times throughout an entire playthrough, even if you're being careful. And of course it'll be a lot more punishing if you're being hasty. But, any changes made to the dungeon by previous exploration parties remain intact - locked doors that are unlocked will stay unlocked, NPCs vanquished or obstacles removed will stay removed, etc.

On the automap issue some have raised: I think including the automap would negate the mechanics of certain dungeon elements that exist to misdirect the player. The effect of confusion caused by things like illusory walls, spinners, and subtle-teleportation fields would be negated by trivially pressing a key. But, there are some spells which exist to aid in navigation -- which verbally hint rather than visually "show-all" -- the use of which has a tradeoff I think is fair (using up precious non-regenerating MP that's shared by combat spells from the same tier) and which doesn't completely nullify the dungeon trickery.
 

FriendlyMerchant

Guest
Is this an AD&D ruleset Wizardry clone? If so, it's already surpassed every JRPG ever made.
 

V_K

Arcane
Joined
Nov 3, 2013
Messages
7,714
Location
at a Nowhere near you
I think including the automap would negate the mechanics of certain dungeon elements that exist to misdirect the player.
Yes, and those elements can go fuck themselves are the ultimate timewasters.
Also, Note of the Outskirts did it quite beautifully: it has an automap but with every step it checks your characters' "Tracking" skill; losing this check gives a "Lost" status which stops updating the automap and showing the party's position on it.
 

mediocrepoet

Philosoraptor in Residence
Patron
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Messages
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I think including the automap would negate the mechanics of certain dungeon elements that exist to misdirect the player.
Yes, and those elements can go fuck themselves are the ultimate timewasters.
Also, Note of the Outskirts did it quite beautifully: it has an automap but with every step it checks your characters' "Tracking" skill; losing this check gives a "Lost" status which stops updating the automap and showing the party's position on it.

Some people really enjoy mapping and that's part of the appeal of those types of games to them. Just like some people like shit like Legend of Grimrock for some reason. Why should every game try and appeal to every person?
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I think including the automap would negate the mechanics of certain dungeon elements that exist to misdirect the player.
Yes, and those elements can go fuck themselves are the ultimate timewasters.
Also, Note of the Outskirts did it quite beautifully: it has an automap but with every step it checks your characters' "Tracking" skill; losing this check gives a "Lost" status which stops updating the automap and showing the party's position on it.

Some people really enjoy mapping and that's part of the appeal of those types of games to them. Just like some people like shit like Legend of Grimrock for some reason. Why should every game try and appeal to every person?
because we can probably guess OP wants to sell more than 5 copies
 

megidolaon

Kyoto Cybernetics
Developer
Joined
May 29, 2016
Messages
86
Location
Fat Trout Trailer Park
Is there a list of races and classes, schools of magic, etc?
Sure, a quick summary before I go to sleep:

Schools of magic:
Arcane - mainly destruction-oriented magic wielded by mage, bishop, samurai, and wizard
Divine - mainly healing/recovery/undead-smite magic wielded by priest, bishop, knights, and wizard
Nature - mainly utility/lesser-healing/lesser-destruction magic wielded by druid, highlander, and wizard
Arcane and Divine schools go up to 8 tiers; Nature has up to 7 tiers.

Professions
Plain : Fighter, Priest, Mage, Thief, Druid
Hybrid : Bishop, Knight, Highlander, Samurai
Elite : Ninja, Wizard

Races : Human, Dwarf, High Elf, Wood Elf, Gnome, Halfling, Rat-Man
Different races have different innate resistances to elements and/or status ailments, and those slightly improve each level-up. Between now and final release, I'll consider adding one or two more if I can think of anything fitting; maybe Orcs or whatever, I dunno. Code-wise, new races are trivial to implement.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
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Messages
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Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I think including the automap would negate the mechanics of certain dungeon elements that exist to misdirect the player.
Yes, and those elements can go fuck themselves are the ultimate timewasters.
Also, Note of the Outskirts did it quite beautifully: it has an automap but with every step it checks your characters' "Tracking" skill; losing this check gives a "Lost" status which stops updating the automap and showing the party's position on it.

Some people really enjoy mapping and that's part of the appeal of those types of games to them. Just like some people like shit like Legend of Grimrock for some reason. Why should every game try and appeal to every person?
because we can probably guess OP wants to sell more than 5 copies

Then he should probably make something like Skyrim or Fallout 76 so you and your peers can enjoy yourselves.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,610
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Is there a list of races and classes, schools of magic, etc?
Sure, a quick summary before I go to sleep:

Schools of magic:
Arcane - mainly destruction-oriented magic wielded by mage, bishop, samurai, and wizard
Divine - mainly healing/recovery/undead-smite magic wielded by priest, bishop, knights, and wizard
Nature - mainly utility/lesser-healing/lesser-destruction magic wielded by druid, highlander, and wizard
Arcane and Divine schools go up to 8 tiers; Nature has up to 7 tiers.

Professions
Plain : Fighter, Priest, Mage, Thief, Druid
Hybrid : Bishop, Knight, Highlander, Samurai
Elite : Ninja, Wizard

Races : Human, Dwarf, High Elf, Wood Elf, Gnome, Halfling, Rat-Man
Different races have different innate resistances to elements and/or status ailments, and those slightly improve each level-up. Between now and final release, I'll consider adding one or two more if I can think of anything fitting; maybe Orcs or whatever, I dunno. Code-wise, new races are trivial to implement.

Awesome, looking forward to seeing more detail when you're closer to release. I love this stuff.
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I think including the automap would negate the mechanics of certain dungeon elements that exist to misdirect the player.
Yes, and those elements can go fuck themselves are the ultimate timewasters.
Also, Note of the Outskirts did it quite beautifully: it has an automap but with every step it checks your characters' "Tracking" skill; losing this check gives a "Lost" status which stops updating the automap and showing the party's position on it.

Some people really enjoy mapping and that's part of the appeal of those types of games to them. Just like some people like shit like Legend of Grimrock for some reason. Why should every game try and appeal to every person?
because we can probably guess OP wants to sell more than 5 copies

Then he should probably make something like Skyrim or Fallout 76 so you and your peers can enjoy yourselves.
"no stop making compromises go make skyrim"
this is why rpgs are dead lol
 

V_K

Arcane
Joined
Nov 3, 2013
Messages
7,714
Location
at a Nowhere near you
Some people really enjoy mapping and that's part of the appeal of those types of games to them. Just like some people like shit like Legend of Grimrock for some reason.
Well, "shit like Legend of Grimrock" had an optional manual mapping mode for people who enjoy that. So why not both.
It's kinda like the discussion about save limitations - some people claim to enjoy them but then demand that they were forced upon them (and everyone else by extensions). Something doesn't compute there.

Anyways, I don't have a problem with this game not being for me.
I was just noting the irony of saying that the game "respects your time" but demanding manual mapping, since it's bound to (unnecessarily) stretch the playtime.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,610
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Then he should probably make something like Skyrim or Fallout 76 so you and your peers can enjoy yourselves.
"no stop making compromises go make skyrim"
this is why rpgs are dead lol

RPGs are dead because you like crap and argue about how it's good, meanwhile, you can't have a good faith discussion about anything that might actually be incline. lol
 
Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
Then he should probably make something like Skyrim or Fallout 76 so you and your peers can enjoy yourselves.
"no stop making compromises go make skyrim"
this is why rpgs are dead lol

RPGs are dead because you like crap and argue about how it's good, meanwhile, you can't have a good faith discussion about anything that might actually be incline. lol
'k
I'll go back to enjoying games, you go back to eating shit or whatever you do because nobody actually makes games you enjoy due to not wanting to work for free
 

SpoonFULL

Educated
Joined
Dec 7, 2021
Messages
72
Location
Above ground
On the automap issue some have raised: I think including the automap would negate the mechanics of certain dungeon elements that exist to misdirect the player. The effect of confusion caused by things like illusory walls, spinners, and subtle-teleportation fields would be negated by trivially pressing a key. But, there are some spells which exist to aid in navigation -- which verbally hint rather than visually "show-all" -- the use of which has a tradeoff I think is fair (using up precious non-regenerating MP that's shared by combat spells from the same tier) and which doesn't completely nullify the dungeon trickery.

This is understandable. But an "optional" auto-map (like that in Dark Heart of Uukrul with fog for unexplored/hidden areas) would still be useful and equivalent to mapping on the screen (rather then on paper) and make the game more accessible.
 

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