ColdRL – end of day 4!

Lots of tying up loose ends today, the enemy AI took much longer than I expected thanks to the direction based FOV but now i’m pretty satisfied with it. I got a basic inventory system up and running, the player can drop/pick up and use items. It’s pretty simple but should suffice for a 7drl!

day4inventory

Combat is coming together. I’m going for a pretty deterministic approach at the moment to help in the eventual balancing. There are 4 damage classes, with a melee and ranged weapon in each. So eight weapons in total, each with small variations in things like range and ammo capacity. It’d be nice to have more of a random weapons selection but I’m afraid enough of trying to balance eight handwritten ones let alone a random generator 🙂
day4combat
It’s all pretty simple, coffee break stuff. I’m hoping the positional gameplay/stealth mechanics will lend it a bit of interest.
End game is a bit of a mystery at the moment. The current win scenario is simply to ‘escape’ the wilderness, by travelling a set number of tiles from the start point, with harder mobs spawning as you get further out. It’s a bit weak, but I don’t know if i’ll have the time to implement anything better.
Tomorrow is content day! All the basics mechanics are there, I just need to come up with some fun new enemies and utility items. That should give me some time for playtesting/balancing and the inevitable last minute problems!

2 thoughts on “ColdRL – end of day 4!”

  1. Wow! I thought I was going to be the only one with a core body temperature indicator 🙂

    My game has no enemies though; just the cold. Anyway, that looks great. Can’t wait to play it.

  2. Thanks!

    The body temperature thing here is a bit of a cop out, it’s basically a theme-appropriate hunger clock 🙂

    It’s supposed to force you to engage enemies (which drop heat pods) rather than just stealth around them all the time.

    Your game sounds like it’s making better use of the cold theme 🙂 sounds interesting!

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