Today i finished “Fremde Brut”. I streamed the whole development process on twitch and sadly this made me a bit un productive. If you have (want to) explain all these steps you are becoming slow. Anyway, i could not implement all the features i wanted to be in the game (a final boss enemy is missing).
This is a one level roguelike(lite) in which you win the game when you collect all the dogtags from the killed civilians. No major plot involved there.
The game can be downloaded from itch.io (https://purestrain.itch.io/fremde-brut).
Well, this is some kind of spoiler since you can see the level architecture but i think it intersting to see how one can use the unity editor to display stuff like this.
Today i spent 3 hours on player interaction. I’m not satisfied with the current solution code-wise but on the graphics side i’m very pleased. The idea of proximity triggers which then add ui elemets for the player originated from a small discussion in #rgrd. Thanks guys!
The renaissance of animated gifs:
Day 2 is almost over and i’ve implemented everything i wanted for today:
– Drag & Drop
– Actions which take time
It’s getting very messy though.
Development of Fehlfunktion (Dysfunction) went quite well. I’ve got map generation, exploration, doors and pickups. Code is ugly as hell but that does not matter.
The stream made some trouble but in the end it was up for 5 hours. I’ll do a fast motion video in the end.
Here you can see one of the first screenshots of day 1. As usual i’m using my sprites which i draw several years ago (clearly inspired by an old game called cyberdogs)
Now i officially start developing “Fehlfunktion” for this years 7drl.
You can follow updates here, in twitter (https://twitter.com/funtificP) or watch me coding at twitch (http://www.twitch.tv/purestrain/).
Have fun everyone!
I’m proud finishing my first 7drl. It’s not as far as i wanted it to be, but it can be played though its missing some features.
You can play it using the unity webplayer plugin at
Feel free to drop some comments here. I’ll write some sort of summary of what went wrong or right here in the near future!
Thanks for playing, hope you enjoy it a litte bit.
There are some hours left; everything took more time then imagined. The AI is really bad (luckily monsters are driven by instinct 🙂 ), here and there are some bugs.
There is only one planet type (jungle planet) instead of icy and desert ones, only 2 mission types for now (defend and pickup). No weapons to choose from, but hey… its almost finished!
Hopefully i’ll get the mission interlude screen ready.
I’m sad to announce a official failed 7drl before deadline. Please give it a try and tell me about it – You can’t win, you can’t lose, just wander around, eat some pills, and enjoy the doors.
I’ve uploaded two versions, one withoud midi and the other one with midi (which doesn’t work in my browser…)
It’s the second post now. I’ve managed to create some components for all my little things; basic inventory handling and interaction between entities is possible. Between some bored hours i painted small graphics and reused older ones from my former games.
I think i’m not able to catch all features i’d like to see because i took too long in other parts (mainly learning swing and how to create/modify the theme).
Lets hope there will be at least some gameplay elements.