Today is my first day officially working on Cash Castle for 7DRL! I’m making it in pico8, the beautiful, limited fantasy console made by lexaloffle.
Cash Castle is going to be a weird roguelike about feelings, in which you hire interns to go make cash for you in the deadly and wildly varied environments around the Cash Castle. It is going to broadly procedural. The enemies and terrain and flavour text and just about everything will be generated at the start of the game. One of the challenges when playing the game will be figuring out the behaviour and appearances of the generated enemies.
I spent the last couple weeks getting a basic roguelike engine up and running in pico8 to form a good base to start from. It has a grid system that loads pre-designed chunks of map from the ROM, simple text graphics, movement, collision, basic attacks, and a few other essential roguelike features.
Today I implemented an inventory system.
When completed the inventory will be fairly simple, basically just a stack that keeps piling items up on top of each other. Only the last item you picked up will be available for use.
I also implemented an exit item, which transports the player to a new level when they step on it.
Stuff I have to do:
- Implement more enemy and item types. You will be able to buy potions and maybe other stuff with your cash and use them for abilities based on your feelings.
- Design the levels. Most of the rooms in the game will be hand-designed, with a few randomly generated elements, so I’m going to have to put some work into that to make the rooms at least a bit interesting.
- Implement a system for using items in your inventory. Right now you can only pick up items, but can’t use them.
- Organize code. At the moment the code for generating and controlling actors is a bit of a mess, and will only get messier as I develop. I’ll need to figure out a system that will be a bit more modular.
- A bunch of other stuff I can’t think of.
Anyways, I’m excited, because this is my second 7DRL and I feel like I’ve learned a lot since last year, and I have a fairly clear idea of how the game is going to be, so it will be a fun process!