Welcome
91 is a role-playing game in a modern-day setting. It uses today's design sensibilities in a retro roguelike-like format.
There is currently an early demo running. Check it out by clicking "Play Demo" above. There is a lot to do still, and there will be bugs, but I'd love to hear your feedback! An account on this site lets you save your progress.
Finished the University
Just finished filling in content for an area that I wrote the map for a few months ago. It's a University, complete with book store, and a football stadium in which one of the most dangerous combat scenarios in the game happens.
Next I plan on making what will probably be the most "secret" dungeon. I haven't laid out the map yet, but I hope to make it the most crafty maze in the game.
March 2012 Update
Here is some of what I've worked on over the last 3 months:
* Added the city map
* Added fleeing AI (I may add this to more existing enemies)
* Fixed a bug with how enemy ammo is decremented
* Fixed a couple random AI bugs
* Added a separate inventory for key items, need to convert old quests to use this
* Code to transform NPCs into enemies based on events
* Can now level to 20
* Removed old debugging console, relying just on browser dev tools now
* Special death messages for bosses
* Code for items that remove effects
* New Colchester dungeon
* New underground dungeon
* New area south of the city
* Filled in Westbridge area
* Tweaks to a lot of enemies to work better with how armor is now calculated
Current goal:
There are 3 more dungeons to do, as well as the endgame. I want to finish all the main content, start-to-finish, even if I'm leaving it some of it kind of sparse. When the whole story is done I want to push an update to the demo, call it an Alpha release, then get to work fleshing out the content.
In-Game World Map
Here is the upcoming in-game world map:
This is part of the new "Progress" tab that will replace the "Console" tab. Here you will track your objective and key items. In the future I'd like the in-game map to show your current location and the location of your current objective, but I haven't done that yet.
I've also been working on boss fights, which will involve some new AI and enemy skills for unique challenges.
Overland Map Complete
All the surface-level maps are drawn. Right now the city is 740 tiles wide and 493 tiles tall. This doesn't include islands, dungeons, underground, upper levels, etc.
Here is my current checklist for completion of the game:
Features:
* Map Screen (with "you are here" and markers for objectives)
* Dialog event to turn NPC into Enemy
* Exits that can take you to different versions of an area depending on the plot
* A "key items" screen (probably replacing console)
Content:
* 3 new dungeons
* finish the 3 incomplete dungeons
* endgame content
* at least 5 new skills
And of course, whatever other bugfixes and small features come up along the way.
I haven't updated the demo for awhile, after I restructure the plot events a little but I'll probably update it. I know right now it doesn't have a clear "finish" so the next version of the demo should at least tell you when you reached the end of the demo.
