Mosaic is now already at what I can call a complete state, but I have 12 hours left and I’m still looking to add more polish, in particular sounds. However what I could dearly do with right now is an idea of game balance, and for that I need playtesters! Here’s the current build:
It’s a quick game and easy to get into, so I’d appreciate anyone giving it a quick whirl. Let me know how far you get, how easy/hard/boring you find it, and what you think of the enemy balance. Having tested myself I feel it’s exactly the right level of difficulty, but I’ve made the serious mistake in the past of thinking that’s fine for other people :/
The only known bug at present is the laying of a superfluous tile on level change. This has been there from day 1 and in spite of many hours of effort I haven’t managed to fix it! It doesn’t change game balance at all, but it’s quite annoying >:(
I have a well-tiled base now, I just need to build on it. Mosaic now fills in patterns of tiles when you enclose a space, destroying any enemies within, and it does it rather prettily I must say! Only two basic enemies in so far, but more will come. There are command sequences too – do certain moves in a row and it’ll have a bigger effect.
Want to have a play? Well here’s the current build. There’s still much to do, but it should give an idea of how the game will feel. Any problems let me know! Just Windows for now – I’ll have OSX and Linux ready on Sunday.
There’s a heavy question mark over whether or not I can get sounds in the way I want them. Will have to see how much time I have… But in terms of central gameplay it will all be there. And I’m rather enjoying how this is turning out 🙂
I have many colours! About a million in fact, which combined with ~100 different tile outlines makes for 100 million subtly different mosaic tile types in the game. This is, perhaps, too many, but the cull can wait. At the moment I’m marvelling at the T-Engine’s propensity for on-the-fly tile construction 🙂
Not sure about the @ / treble clef combo. Needs a bit of touching up at least. The scrolling starfield may go too, but it looks kinda funky.
I’ve been listening to Pachelbel’s Canon a lot. It represents a few of my ideas for the game. When I get the gameplay in, that is…
Remaining plan: Floodfill of tiles in enclosed spaces, generation of enemies that rip tiles apart, level advancement, add life, add sounds. At some point I have to think up a victory condition.
As of 6pm GMT on Sunday 10th March I am beginning my Seven Day Roguelike. Hopefully I will shrug off last year’s failure and resume my previous run of successes!
The name of my game is Mosaic, and it will include a mishmash of ideas that have been floating around my head for a while. In particular it will include:
Simple 4-way controls. No other controls at all.
Strings of moves trigger wider special moves.
You change the map with your moves. The whole game interaction will be about crafting the map around your movements.
You die in one hit, but the terrain you construct will act as temporary defence against enemies.
Incorporating Conway’s Game of Life somehow.
Procedurally generated music based on the terrain you construct (a bit like Tonematrix).
Some arty fluff about self-expression and creation.
I’m also hosting a London Afterparty on the evening of Sunday 17th for 7DRLers to meet up and play each others games / weep about their failures. If you want to join in sign up here: http://7drl2013.eventbrite.com/#
Good luck to everyone taking part! It’s gonna be one hell of a big crop of games at the end 😀
I’m hosting a little meet-up on the evening of the Sunday at the end of the 7DRL week. It’s a good excuse to meet up and celebrate successes or commiserate failures, and to play each other’s games and games published online too. It’ll be at my place with pizzas and beers and coffee and computers. Might stage a recording of Roguelike Radio too. Anyone is welcome to join in! If you’d like to come please register here:
So, the last sprint is here. And I’m waaaaay behind schedule! I was hoping to have the game pretty much done now, but I’m still stuck on character abilities. Hopefully coding up all locations and NPCs along with dialogue, music and self-recorded sounds won’t take too long! Hmm…
For those interested, here’s a little video shows how the game looks at the moment:
This is what happens when I can’t sleep but am too tired to code…
(It used to be a Pacman, and before that some tetrominos. My housemates think I’m a little odd at times…)
In other news Rogue Rage development continues at far too slow a pace. I have triggered attacks in now, and have been playing with blood spatter, but it’s a bit too involved to bother with now – I’ll see if I have time at the end to do it right. Also added some other prettiness and polish, which I’m spending far too much time on for this stage of the week. Need to finish off all the combat mechanics tonight and concentrate on real content creation (maps and enemies, ahoy!) After that I’ll hopefully have enough time for sound and music.
Need a break from staring at baffling stacktraces? Or maybe just a bit of background noise whilst you pump out more lines of code? Well, Roguelike Radio is here to help, with a new podcast on the 7DRLs of Yesteryear:
I’m about 34 hours into my 7DRL and admittedly not making much progress. Display set-up is mostly there, and the basics of the stance and rage mechanics, but no solid gameplay. Coding is proving tough for me this year :/
To alleviate my mind I’ve taken an hour off to jiggle with some graphics. I present the awesome splash screen for Rogue Rage:
Hopefully I can make the game cool enough to justify it 🙂