Community blog for the 7DRL Challenge // 2018 dates 3-11 March
I'm a game development veteran who chose to move from programming to design about 10 years ago. I miss coding and I got really rusty as a result, so I recently have gotten back into Unity as an outlet for my old hacking days.
There have been some upgrades to AutoFire since the end of 7DRL and I’ve posted a new point release on my site next to the original 7DRL version.
I had a few core things I wanted to refine and adjust from the original, particularly in the feedback department… Since the controls for AutoFire are similar yet different from a typical roguelike, creating an experience that is easy for beginners is a continual work in progress.
In terms of driving, I simplified the grip meter to make it easier to do the “drift racing” style actions that people wanted to do, and then added new cues to help people understand their current speed. For combat, there was a lack of understanding of when damage was being done, so I improved damage and attack feedback as well as gave users more information on the HUD about the weapons they were using. World generation got a slight improvement, and the difficulty was increased from the admittedly easy 7DRL release as well.
Check the update out on my site if you’re interested:
Changelist for v0.2:
UI: Grip meter no longer has two halves.
UI: Highlight weapon that would be fired when targeting enemy
UI: Display stats in the target panel of the weapon that would be fired
In AutoFire the player drives an armored battle car driving through a post-apocalyptic wasteland, battling bandits and mutants while salvaging weapons and armor.
For my second 7DRL entry I wanted to stray from the comfortable gameplay I created last year and try some turn-based car combat mechanics I’ve been kicking around. This includes the idea of vehicle speed, mounting vehicles on each side of the vehicle, and a grip meter to force players to maintain control… but also sticks to the Roguelike feel of one input per turn.
Due to “adrenaline”, the player gets additional actions per turn (per “second”) when they accelerate. However each weapon has a fixed second-length cooldown, so players must make use of weapons on all four sides of the vehicle for maximum advantage.
Moving fast has its own challenges… The faster you go, the more your manuevers drain your Grip meter. When your grip drops into the red, you start to skid… Although this can be used to your advantage as well.
The game is a bit more ugly than my last entry, but I shifted my efforts to UI to help illustrate the new mechanics. I also created a loot system to allow players to choose where to mount the weapons they salvage. Overall I’m really happy with the results!
I had some last-minute problems trying to export a WebGL version out of Unity… the sound is clipped and terrible (anyone have this problem?) As such I would recommend that you download the Windows version for the best result. However, if you are in a hurry the WebGL is still playable.
So I’m halfway through the week and making okay progress on my Auto RL. In the last 3-plus days I’ve replaced the fantasy graphics from last year’s RL, ripped out all the sword-swinging and put in a vehicle system with multiple mounted weapons and variable actions per turn based on your vehicle’s speed. Forward and back accelerate your vehicle and left and right will turn and advance… but I wanted to keep the feel of “one result per action” of typical Roguelikes.
So, if the player gets, say, 5 actions per turn (100 MPH), they have to choose each action whether they turn, shoot (which forces them to move straight that turn), change speed or wait (which will also result in moving forward). However,since each weapon has a fixed-duration cooldown, you have to switch to weapons on different sides of the vehicle if you want to attack multiple times a turn. Why exactly do you get more attacks when you’re driving at higher speeds…? Adrenaline!
I had to start doing some cutting if I want to be done Sunday morning. I don’t think I can do getting out of the car or vehicular enemies and my world generation quality may take a hit, but I know now that I’ve got a lot of work to do on UI and selling the movement of the car. My major improvement will be to hook up the “Grip” system, which will force players to balance speed with control and allow for skids. I’m excited so far!
This year is my second 7DRL, and this time I wanted to push some systems I’ve been tossing around in my head for years. The plan is to get the player driving an armored car through a post-apocalyptic wasteland, battling bandits and salvaging gear while hunting down bounty contracts. I chose to strip down last year’s entry Huge and use it as a starting point, focusing on significant core mechanical improvements that will hopefully set it apart from that entry.
Day 1 was a busy one, ripping out the fantasy graphics and putting in sci-fi themed ones from Oryx and other sources. I added facing and vehicle functionality to my entity system, with a variable turn-length based on speed. I also roughed in an ugly HUD with the various systems I wanted to track. Unity makes a lot of the early stuff fairly simple, but now I actually have to make this stuff work and hopefully fun!
I’ve done a game in a month before, but never in a week… Whew!
Huge is a fairly traditional 2D roguelike that traps the player in caverns with a monstrous creature that wanders in search of him. You can hear him as he gets closer, so be aware that he’s out there if you’re ready or not. Defeat creatures to raise your attack and defense, and collect crystals to craft into bombs, which are your only means of defeating the big guy.
Make sure you play with sound on! It was important to me to build a feeling of dread as you approached the boss, and that fighting him was pure devastation.
Playable in browser using the Unity 4 web player. If for some reason you have trouble in Chrome, another browser should work fine. (Sorry if you’re tired of the Oryx sprites, but we work with what we have. 🙂 )
Go HERE to check it out. You can see some of the iterative phases of the project on my website.