7DRL Unlichtwesen – Day 1 & 2

My try for this year: ‘Unlichtwesen’ is German somewhat for ‘dark creatures’ and it will be a game about demons. Made some notes before on concepts, but I just hope the scope is small enough for 7 days.
The concept is, to focus on 1on1-boss battles. I always felt boss battles could be an interesting item to create a 7DRL around. Bosses should be more than just powerfull regular monsters, they should be long battles with patterns to memorize and deadly blows while tanking a lot of hits. “Classic video game”-like. The bosses should posess some procedurally generated features, bodyparts and moves, so I made them demons ‘&’ to count for their potential chaotic nature and shape.
However, what I coded so far, is the playground and the basic move sets. The player has attacks with cooldowns and each weapon has a regular move and a strong move. Player is dual-wielding and can use both weapons in both ways to make chains and combos. The demons have a diverse moveset according to their limbs. Teeth bite on close range, fists pound in an area and tentacles swipe the field. All individual moves are triggered by a timer, to make a unique pattern for each demon.
I hope analysing the patterns, dodging the swipes and fencing back will be as fun as I imagine ;).
Latest pic. Split message output for monster and player is supposed to make pattern interaction more visible.

Combo unlikely, day 1

What a day! I did way more than I planned on doing.

As the name suggests, this year I’m focusing on combos and regretting past choices that are not available now because of your past hubris.

Combo-wise, you can bump to attack for 1 damage, or chose a combo for much more damage and other effects. You have a set of Powers that mostly determine the strength of your combo (+6, +4 &  poison, +2 & fire, etc), a set of Effects that mostly determine the minor effects of your combo (fire, x2 power, swap places, etc), and a set of Actions that mostly determine the shape of your combo (circular attack, cross attack, summon, etc). Chose one of each to make a combo.

Regret-wise, anything used in a combo becomes unavailable until you use all your combos. So a “x2 fire” effect would be perfect right now, but you used it 2 turns ago so all you’re left with is a “+2” effect.

Example possibilities:

  • +4 fire circular attack
  • 8 x2 rain
  • summon 6+5 fire
  • +6 knockback X-shaped attack

Also, You can play with the mouse or keyboard.

I also added basic races (humans add nothing, lizardfolk add poison, fairies add magic) and classes (elementalists add fire, earth, water, & air effects; gladiators add more combat actions, shadow mages add more sneaky and random actions). I’m sure the details are going to change a lot over the next few days but the basics are there.

Overall, an excellent day.

Naive 3d map generator

Whipped up a system so I could create arbitrary chunks with arbitrary connections for a Diablo-like, snap-together mapgen system for Slashcards.  It was a tricky bit of linear algebra to test if the bounding box of a chunk translated and rotated by potential joint connections would intersect with existing chunks.  Below, red boxes are failed checks.

Check out the super naive demo:

Fully Legitimate Excavator Of Historical Sites, I Swear

For 7DRL 2017 I’m going to try something which has been in my ideas file for a few years: a card-based health system where each health card gives you different abilities depending on whether it’s healthy or damaged.

You control the order in which normal enemy attacks damage your health cards, so you can influence how your abilities change as your health changes.

On the other hand, different types of attacks might affect health cards in a different order. You can use this to disable enemies quickly, but enemies with special attacks could likewise subvert your sequence of health cards.

I’m going to be taking some inspiration from deckbuilding board games to restrict how players can customise their health card loadout.

I’ll be using Python 3 and BearLibTerminal for display, and Wangscape to generate terrain tilesets. My piano’s getting tuned on Tunesday Tuesday, so I might record a piece or two for background music.

The focus is on interesting mechanics rather than a unique theme, so I’ve called it Fully Legitimate Excavator Of Historical Sites, I Swear.

Starting… now!

Pirates of Rogue Basin

Announcing my 2017 entry for the competition – Pirate of Rogue Basin. You play the role of a young sea captain, recently granted a Letter of Marque from the King. There has been a dramatic increase in Pirate activity throughout the basin, your goal, earn enough gold to outfit yourself with enough naval firepower to eliminate the threat.

Buy and Sell goods throughout the procedurally generated world. Learn of shortages/surpluses of goods by exchanging news with other sea captains (assuming you’re reputation isn’t too tarnished), drinking in taverns.

Upgrade your ship at shipyards, throughout the basin, and use it to confront the pirates found harassing the nearby towns and cities.

Start Time – 23:21 UTC Sunday, March 5