Rogue Space Marine – Update 2

Well, in the span of 4 hours, I have gone from never having coded a procedural level generation algorithm to implementing a basic level generator from scratch! It required some pain and experimentation, but it works! Lots of room for improvement, but the basic levels are now taking shape. I also some new gameplay features. This is sloooooooowly starting to look like a game! Here’s a video of my latest progress. Enjoy!

Updates:

  • Basic procedural level generation is up and running! I’m especially proud of this, since I’ve never coded a level generator before and I made this one from scratch.
  • Enemies can now damage you (leading to the loss of a random ability)! In the video, you can see that once I get hit by an enemy, I lose the ability to either run or fire my weapon. When I lose the ability to attack, I make a run for the computer terminals…
  • Enemies can now kill you! Once you lose all of your abilities, one more hit spells “permadeath.”
  • Added Computer Terminals. Your goal is to activate all of the computer terminals on a level (or clear it of enemies) to proceed to the next mission.
  • Room “themes” are implemented in the tileset, giving a different look to each room.

It’s looking good! I have a lot left to do, but I’m learning a lot and having a ton of fun. I can’t wait to get this game out to other 7DRLers so they can play it and give me some feedback!

-Brett Gildersleeve

Author: TheSleeve

Making my foray into the world of game programming by participating in my first 7DRL. My day job involves designing audio processing electronics for the music tech industry. I am also a polyglot and addicted to travel... I have lived on 3 continents and visited over 40 countries around the world!

2 thoughts on “Rogue Space Marine – Update 2”

    1. Thanks for the kind comments, Dewaldo! My goal with this game is to get rid of numbers (hit points, stats, XP, levels). Roguelikes are generally jam-packed with numbers, so I decided to go the opposite direction and experiment with alternative non-numeric methods of communicating things to the player. Allowing the abilities to serve as a kind of replacement for the traditional notion of hit points was the primary inspiration for this game. I’m looking forward to getting the game finished so people can try it out!

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