Day 6 ends – Dou­ble Rogue is a success!

Sorry for the lack of updates after day 2, but I never felt the game was quite ready to show it out­side IRC with the progress I made in this time. As usual for me, the big por­tion of playa­bil­ity (like real lev­els) comes in the last day. As I began Tues­day, the last day was the sixth day.

Alas! The game is fin­ished, and “CubeRL” is now “Dou­ble Rogue”. It tells the story of a wiz­ard and a bar­bar­ian, stick­ing together because of an annoy­ing spell. It’s a 3D rogue­like, and when I say 3D I mean 3D. See for yourself:

Double Rogue!

There’s still a lot of stuff miss­ing, but now you can (hope­fully) play it through. It even has the Amulet of Yendor.

What the game features:

  • turn­based com­bat, ran­dom­ness, permadeath
  • six lev­els with three dif­fer­ent “dun­geon” types (desert, forest/​meadow, stone)
  • 14 enemy types with dif­fer­ent behav­iors and movement
  • par­ti­cle effects

Stuff I would like to add some time:

  • sounds and music
  • a min­imap
  • bal­anc­ing …
  • sta­tis­tics at death/​winning

You can play the game on Kon­gre­gate! Here are stand­alone ver­sions (not tested) for

Double Rogue Title

Day 1 starts – CubeRL (work­ing title)

Hey there,

today I will start my 7DRL … well, 5DRL. I will try to make an abstract 3D puzzle-​​like rogue-​​like. Tools I gonna use are Unity and 3dsmax. Oth­er­wise I don’t know yet. After our 2011 and 2012 entries Pit­man Krumb and Me Against The Mutants my artist unfor­tu­nately decided to take a break and I have to work alone for now. This means the art of the game will be a lot worse. :-P

Regards, ratk­ing

After-​​Challenge-​​Version of Me Against The Mutants

Hi,

I made a small update for Me Against The Mutants – you can play the most recent ver­sion on Kon­gre­gate, or just down­load the stand­alone ver­sion (8.75 MiB, Win­dows only)!

Changes include:

  • a pre­loader
  • vol­ume con­trol via N and M
  • fixed a minor mem­ory leak
  • dis­play of black rec­tan­gles for the non­vis­i­ble tiles when mov­ing is bet­ter now
  • included a timer, so you can see how long you needed to fin­ish the game (or to die)
  • fixed bug with dis­ap­pear­ing ene­mies when mov­ing around (I hope) and non-​​walkable tiles
  • mana doesn’t drain com­pletely any­more when a mutant is detected inside the self-​​created infin­ity rect
  • the mes­sage “I’m on the out­side.” is gone, as it was con­fus­ing for some
  • inven­tory and end mes­sages update cor­rectly now

Me Against The Mutants = Success

Our game is fin­ished: (click on the pic­ture to play)

Some tips:

  • Eat the mush­rooms when you’re low on health.
  • Try to back­stab! Not the rats, though, they’re easy.
  • Don’t walk into a blue-​​/​pinkish infin­ity rec­tan­gle with­out an Infin­ity Dissolver.

Me Against The Mutants – Day 1

This post can also be found on our per­sonal blog.

As planned long before, we take part in the 7-​​Day-​​Roguelike-​​Challenge 2012, and cur­rently are mak­ing a rogue­like with AS3/​Flashpunk. With less time at our hands, we wanted to have a smaller scope than last year (when we did “Pit­man Krumb”), which basi­cally means: no 3D (but pixel art instead), no big story or any­thing, only one dun­geon and RPG ele­ments next to zero. Think “3DRL” instead of “7DRL”. Still, there should be at least one inter­est­ing game­play mechanic, and this will be the INFINITY.

Before I explain this Infin­ity thing, here is the rough premise: In “Me Against The Mutants” you play a liq­uida­tor, try­ing to get rid of the radioac­tive mate­r­ial lying around every­where and, which wasn’t really part of the job, killing some mutants. You can walk around and hit ene­mies – sim­ple as that.

But as you’re pretty weak, mostly weaker than the mutants stum­bling around, you get a device … the Infin­ity Gen­er­a­tor. With it you can cre­ate rec­tan­gles which extend to infi­nite space (think Por­tal, but top-​​down 2D). At least that is the plan, cur­rently I don’t know a) if I can imple­ment this device and b) if it really works as main game­play. But this was another goal of us – the game should be a lit­tle bit exper­i­men­tal. This is true for me (pro­gram­ming the Infin­ity device) as it is for Jana: we never did a (more or less) full 2D game together, so there is enough new mate­r­ial for both of us to learn.

Right now, after ~10 hours of devel­op­ing (we started Sat­ur­day, 13:37 local time), the fol­low­ing things work:

  • A dun­geon gets gen­er­ated. As the world in itself always has the same ele­ments – a big for­est, with some kind of build­ing in the mid­dle – this is how it always looks, but slightly dif­fer­ent every time you start the game. The shape of the build­ing varies, and the num­ber of rooms. I did a small test of the dun­geon gen­er­a­tion algo­rithm before­hand, you can have a look at it here.
  • Dif­fer­ent graph­ics for for­est, build­ing, walls.
  • The main char­ac­ter (four direc­tions) walks around – not finished.

And that’s it. Not very much, I expected to be faster programming-​​wise, but using a mid­dle­ware I’m still not 100% pro­fi­cient in is always hold­ing me back. And as I don’t use the Entity sys­tem of Flash­punk as it was meant to be used, it feels much less high-​​level, and I have to rethink many things; I even get the feel­ing that I do some things for the first time, which isn’t that much fun.

So, even though I wanted to have the (basi­cally) work­ing game after this week­end, I might want to put more work into it dur­ing the week.