Void Sanctum – 7DRL 2015, Day 6 report

Today was the big “encounter” day. I set up a system for monster encounters very similar to how I did treasure for items, added a simple AI controller and set up detection for when being attacked. The day got a bit too busy for me with real-life obligations, so I didn’t get as much done as I had hoped… we’re in for a tight finish in order to get a success out of this!

As usual, Alan Charlesworth talks of his day in his vlog.

Follow us and watch Alan thread down this road to ruin on YouTube in true roguelike fashion as we try to make a game in seven days!

Previous reports from Void Sanctum, 7DRL 2015:

  • Day 5
  • Day 4
  • Day 3
  • Day 2
  • Day 1
  • Startup
  • Day 0
  • Void Sanctum – 7DRL 2015, Day 5 report

    In a little late the day after this report, but that’s the nature of the 7drl. You don’t always control well when you have available time for it.

    Day 5 went towards integrating properly the databases for making items and monsters (items went in mostly on Day 4), as well as abilities. I also set up to concept of “treasure”, which is basically a pool of items where each item has an associated rarity value, and the treasure itself has item-spawn-limits associated with it, as well as an optional color code that can be used for hand-crafted placement on a map. This allows us now to associate treasure packs with areas and zones, so that items will spawn randomly in areas.

    I also got abilities working with weapons. What I mean by that is when you equip a weapon, all the abilities associated with that weapon is added to the action bar, and when the weapon is removed, those abilities are removed from the action bar (this last thing didn’t get in before Alan Charlesworth‘s vlog. Talking of which, a rather lengthy and informative journey of a vlog was uploaded by Alan last night:

    Follow us and watch Alan thread down this road to ruin on YouTube in true roguelike fashion as we try to make a game in seven days!

    Previous reports from Void Sanctum, 7DRL 2015:

  • Day 4
  • Day 3
  • Day 2
  • Day 1
  • Startup
  • Day 0
  • Void Sanctum – 7DRL 2015, Day 4 report

    Today I worked mainly on entities and their full integration towards items in particular. We categorize in weapons, armor and items. While the game-board items display as ascii characters, the UI version will show graphical icons, so setting up that pipeline is working now, and the weapon and armor pieces you pick up can be equipped on your character. I spent the last hour of my day adding in zone-themed music and some simpler sfx to compliment the beautiful descriptive texts of Alan Charlesworth.

    As always he covers his day in his vlog:

    Follow us and watch Alan thread down this road to ruin on YouTube in true roguelike fashion as we try to make a game in seven days!

    Previous reports from Void Sanctum, 7DRL 2015:

  • Day 3
  • Day 2
  • Day 1
  • Startup
  • Day 0
  • Void Sanctum – 7DRL 2015, Day 3 report

    Day 3 is at it’s end, and it’s been a troublesome evening. Alan’s version control (git) went haywire and he had to clone the repository again, manually re-inserting his changes. That, of course, being after we already had spent quite some time in shared-screen-mode trying to get Git into a state where it would want to Pull the latest version again. Grumpy old Git. We’re just glad this happened on day 3, and not the upcoming Sunday!

    Being a family man, my evening also largely went towards family duties, leaving me with only a couple hours of effective work today. I worked a little bit on the graphical style of our ascii, added background coloring per tile and some scenic touches of sprites/textures mixed with the ascii. It’s fun to experiment with styles like this. The good thing with ascii is how informative it is; perfect in a game that’s all about your tactical decisions each turn. But as we’re going for a rather strong scenic immersion with the descriptive texts, it felt right to put in a few more graphical elements to sell the “view”. We’ll refine it all at the end if there’s time for a polish phase!

    I also got a little work started on items, building on the entity system I did yesterday. I’ll focus keenly on that for Day 4!

    Alan Charlesworth actually recorded himself playing what we currently have in his latest vlog entry, and explain some of our design ideas. As always, he covers his day’s progress on camera!

    Follow us and watch Alan thread down this road to ruin on YouTube in true roguelike fashion as we try to make a game in seven days!

    Previous reports from Void Sanctum, 7DRL 2015:

  • Day 2
  • Day 1
  • Startup
  • Day 0
  • Void Sanctum – 7DRL 2015, Day 2 report

    This report comes in a little late as I ran out of time last evening. Fixed bugs with area transitions, wrote some area specific generators and added the basic system for interactible entities with doors working. Alan Charlesworth sums up his own progress yesterday in his daily vlog.

    Follow us and watch Alan thread down this road to ruin on YouTube in true roguelike fashion as we try to make a game in seven days!

    Previous reports from Void Sanctum, 7DRL 2015:

  • Day 1
  • Startup
  • Day 0
  • Void Sanctum – 7DRL 2015, Day 1 report

    Alan Charlesworth and I have been slaving on last night and this evening, trying to force progress. While I’ve been working on setting up the technology for zones and areas, making sure Alan’s wordsmithing will present on screen the way he envisions it, Alan has been producing Area and Horizon descriptions non-stop. Prior to the start of the challenge, I also spent a little time pulling in third-party assets and form the meager foundation for making a roguelike game in Unity.

    Of important mentions, we’re using Text Mesh Pro for text rendering, ProD Total and Rogue Sharp as a base for our procedural generation, field of view and pathfinding, RPG & MMO UI 2 for UGUI, Icon pack for MYFG and an assortment of icon packs from Digital Worlds JSC for User Interface, Master Audio for all audio needs, Noble Reader when displaying longer texts and Visual Studio for Unity for coding and debugging.

    Follow us and watch Alan thread down this road to ruin on YouTube in true roguelike fashion as we try to make a game in seven days!

    Previous reports from Void Sanctum, 7DRL 2015:

  • Startup
  • Day 0
  • Void Sanctum – 7DRL 2015 startup

    As Alan Charlesworth mentioned in our Day 0 report yesterday, we are collaborating in this year’s 7DRL Challenge!

    We are starting now, just around 11 PM GMT, making Void Sanctum.

    We plan to report in here daily and tell of all our failures. Alan aka The Indie Ocean on YouTube, will be recording daily Vlogs (well, perhaps not that often) of his experience too, but will probably edit them and put them online after the week is over.

    Follow us and watch Alan thread down this road to ruin on YouTube in true roguelike fashion as we try to make a game in seven days!

    Previous reports from Void Sanctum, 7DRL 2015:

  • Day 0