I have been a bit remiss about blogging the past few days but I’m happy to report that TGWPWTDN successfully completed the 7DRL challenge.
Here is a screenshot:
Altogether I spent about 50 hours out of the possible 168 and I have ~2500 lines of C++ to show for it. They implement moving, fighting, taking and dropping, wielding and unwielding, not to mention quaffing, traps, doors, potions, weapons, armor, and 15 types of monsters some with special powers. The end result is a somewahat playable game.
My big regret is that I was not able to implement FOV. I had some code from roguebasin which I had previously used successfully but this time it was giving me strange c++ errors and I was running out of time so I had to give it up. This means you can see the whole maze which makes it easier to plan moves. Even with this misfeature, TGWPWTDN is rather unbalanced. There are far too many traps and no way to detect them. There are too many doors as well or atleast the door creation algorithm needs to be tweaked as you can sometimes get a series of doors one after the other (my record is 5!) As you have to batter down doors if you don’t have a key which rapidly depletes stamina this is not good.
So in the future I will be fixing these problems and adding more features. I want more items including magical items (scrolls, staves etc.) More variety in monsters including AI and movement perhaps. Character classes or skills. Some sense of time (race against the clock, hunger etc.?) Oh and better graphics. Compared to some of the other beautiful entries, my game looks like crap. I want to look into libtcod or noteye or maybe go the whole hog and make a GUI. After all one of the objectives of the Procedural Death Jam was to use OGA graphical assets.
Anyway here is the link to the source on github. Check it out and let me know what you think.