~The Treasure of Absalom~
By Plissken and Ebola Zaire
Images, Videos, and Links
- New Slick2D engine WIP - The engine after about 2 months of work on it. I've had quite a bit time to devote learning Slick and making this during the summer, and hopefully development will continue on normally into the next university semester. Be sure to turn on annotations for descriptions of features.
- Official Absalom YouTube Channel - Feel free to subscribe and you'll be automatically notified whenever we post a new development video!
- The City - Designed by Plissken. This is actually the entire thing- we didn't feel the need for a sprawling metropolis, especially considering that it will play backseat to the main adventuring area. Nevertheless, Plissken showed off some incredible design here, as you can see, along with some sweet tile art by Linkus.
- The Desert - Designed by Ebola Zaire. The desert will only be the size of one BS overworld; this quest was originally to be for the one map quest contest and we've stuck to the original plan of roughly 64 overworld screens and 64 dungeon screens. This is actually what I'd call a "bad teaser" since it doesn't show a typical collection of screens; as Adrem ventures further inland, the blue here will disappear completely.
- The "Dungeon" - Designed by Plissken. The dungeon area will be just as big as the overworld and feature dozens of entrances. These screens also demonstrate the way that Adrem will collect his loot.
- Screen Design w/ Commentary - Ebola Zaire goes through the process of designing a screen at 4x speed with some author commentary to go along with it. (MADE IN OLD ENGINE, BUT WILL STILL BE IN GAME.)
- Screen Design w/ Commentary 2 - Plissken designs a dungeon screen and explains some of the process. (MADE IN OLD ENGINE, BUT WILL STILL BE IN GAME.)
General InformationBackground: In April of 2009 (when this was originally posted) on a site dedicated to the Game Making program Zelda Classic, I PM'ed fellow PureZC member Ebola Zaire about a collaboration project for a One Map Quest Contest that was being held at that time. We joined up and came up with an idea that introduced a new type of gameplay to the zelda-esque genre. This isn't a long game with multiple dungeons that follows a typical zelda formula. It originally was a game making program called Zelda Classic which set out to emulate Zelda 1 behavior. Zelda Classic started over 10 years ago and is very much dated and hard to work with. I eventually got fed up with lack of control over the features and the buggy scripting language so I have now set out to build it myself from scratch using Slick2D.
The thought behind this project was simple: we make a quest in a desert, and we make it look good. Things didn't stay that way for very long; between a scripter and designer, the project became something else completely.
Although (originally, not any more

) made in Zelda Classic, this is not a Zelda game; this is an original world of completely new characters. You are the adventurous treasure hunter Adrem, who sets out from his native port to search out gold, glory, and the legendary Treasure of Absalom. Along the way, of course, he'll also have his mettle tested against vicious monsters, ancient curses, and treacherous traps that threaten to end his journey prematurely.
But nothing ventured, nothing gained.
And who, of course, knows this better than a true capitalist? For the only way to further yourself in this world is to buy low and sell high. Enemies will not drop money; you'll find no chests full of easily convertible cash. Adrem will instead often find himself knee-deep through the ruins beneath the surface without a penny to show for it. Instead, he will find tangible treasures; relics of the past that have been left protected even after their owners' deaths. If something is protected, it must have value; this value is how Adrem will make his money. He buys low. He sells high.
Of course, what this means practically is that your dad was right; there's no money tree out there. If the only way to get money is to sell a finite number of items, the total amount of money in the game is equally finite. We have given each treasure a sell value that you can redeem at a shop in town; however, we've also created some items to fit together as a set. You can sell them as individual pieces, but they will be much more valuable if you sell them as one. This isn't always the best choice though, since it means that you won't have as much money immediately available to you. Sometimes, it is the best choice; if you sell all the items immediately at their lowest value, you won't be able to buy everything that this game has to offer.
Just money in and of itself is a terrible goal; luckily, there are plenty of opportunities for Adrem to forgo his greed and give up the money he's amassed to expand and upgrade his arsenal. Finding a grappling hook in the depths of a dark dungeon seems unlikely; luckily, the shop in your port town just got one in stock. Of course, you'll have to save long and hard to afford such an item; perhaps buying the lantern will allow you to reach more treasure that will help in the process, but it will set your saving efforts back a large step. Once again, there is no correct path here; this is your journey, and the choice is up to you. However, although no choice is wrong, Adrem may find that some choices make the path forward considerably more difficult.
If that was too much theoretical talk for you, you can always read the tl;dr version:
- You won't find money on enemies or in chests
- You'll instead find treasure deep in the depths of the ruins
- Treasure can be sold via a shop, but you never know how much treasure is worth until you turn around and go back
- Some treasure is worth more if it's in a set with other items
- Most items, even equipment items, have to be bought
Everything Else
Some stuff are just placeholders until we can find something better. Such as all the character tiles are 16x16 which is much too small, and looks goofy next to most of the other graphics. Once I can find a dedicated spriter who can stick with us then the graphical side of things will be smoothed out.
Ebola and I are always eager to hear your opinions and suggestions; posting in this topic is the number one thing you can do to support this quest, so comment freely.