Day Zero: Preparation

I’ve been doing 7DRL every year since 2011. In the past I have usually really worked like a mad-man, but last year I took it easy. This year I plan to take the middle path: Actually accomplish something, but also not lose any sleep over it.

So, I went to bed thinking of ideas and woke up with a new interpretation of a recent design I was working on. It’s not going to be a roguelike, maybe more of a RLLL… turn-based and grid-based, but that’s about it.

It’s going to be a strategic space-fleet battle game. Players move their spaceships around a small battlefield. There are three different sizes of ships, and each kind does bonus damage against one of the other kinds, in a rock-paper-scissors sort of set-up.

I’ve been wanting to test something like this for a while, to see if it’s a viable idea, and if it’s *fun*.

Day One should be setting up the map, creating data files and sprites, and hopefully trying some player interaction and ship movement, maybe even some target shooting…

If I decide to include obstacles like asteroids or nebula, then I’ll need fog of war / line of sight. Those things would certainly add to the strategy aspect…

Then I’ll need to tackle AI. I already have plans for a “look at every possible move and evaluate it based on certain conditions” approach.

Finally, I intend to give it some nice graphical touches. People like it when spaceships explode, so I’ll see what I can do there. Of course, “nice graphics” is a relative term. Graphics are usually my least concern…

Anyway, that’s my plan for this year. I think I have gotten steadily less roguelike each year, but I’m fine with that.

Good luck everyone!
Bob

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