Starting late, as this was the earliest I could start. To prepare this year, I looked at:
– Pico8: Amazing, but I think drawing curves in it is going to be too difficult with me at my current level of skill with it.
– Bitsy: Nifty, but not going to work.
– Last year’s 7DRL attempt: Overly complex attempts to model everything as objects in order to have simple drawing code. Overly complex update flow.
– Looked at recent Wizard Jam attempt: The bones are probably a good place to start. It was a cellular-automata-based game, but I think the update flows were sensible.
I do have some concepts in mind for this year’s game, but based on my past attempts and my late start, I know they’re not going to come into play. My goal is to have something solid in three days that I can build upon later.
For the next few hours, I’m going to get an update look going and drawing to canvas.
Turncoat Tomb: Day 3-4
I have basic meelee combat added and the beginnings of an inventory system.
I’ve added “altars” one for each faction. These have a certain number of total points and for each monster they put out they use up so many turns. You can see them counting down to the next monster.
Altars will be where you can bring gold to get weapons of that monster color and buy favor with that faction, But only if your coat is that color. that lets you join that faction. The grey “human” altar just gives you ep (like Sword of Fargoal) and blesses your grey weapons.
Meelee combat produces blood splatters that I’m very pleased with! It’s no accident that no matter what color the monster is, they all bleed red (except undead).
Also walls become transparent if creatures get behind them.
#7DRL 2018 Day 2
So far a little slow going. I’m not where I wanted to be, but hoping for that night time boost I always get.
My method of dealing with development challenges so far can be summed up with this joke:
Patient: “Hey Doc, it hurts when I do this…”
Doctor: “OK so don’t do that.”
If thine feature offend thee, pluck it out!
It might be called Turncoat tower because you’re actually going up rather than down stairs.
–and for now it’s a one way trip–
Don’t have time to make dungeons persist and allow going back to previous levels.
So far I’m pretty happy with the graphics! I very quickly threw together the pixel-art-style sprites. I’m using Construct 2’s built in sprite editor pretty much exclusively for my tiles and entities, along with lighting effects.
Dungeon generator is done (minus items like my nifty animated torch).
All entity graphics are done. Opening screen is done. Animated turn based movement is done for player and monsters.
Now for the inventory, level and health, items, targeting and attack mechanics.
Just to show where my head’s at I have a family called “FnEverything”
Guess which objects are in that object family…
I’ve coaxed Construct 2 to act in a “turn based” kinda way with mid-turn animation so the player and monsters (whatever moves) kind of “hops” from tile to tile.
Did some of the pixel graphics ahead of time.
Now tackling persistent dungeons and overall framework.
I hope to get a working playable but empty game with title, really basic menu and 6 pcg dungeon levels you can move up and down persistently.
Basic monster graphics is done for all the colors (3 monsters each), Including the undead faction.
For more info on Turncoat Tomb check out my blogspot posts:
Anyhow break is over…
time get this on, I don’t have too much time but I’ll try my best to finish it
What are 3–5 ways 7drl.org can be improved?
Help us to prepare for this year’s challenge!
With the dawn of a new year we have a new 7DRL Challenge on the horizon! The Challenge week has been set for 3rd-11th March 2018.
This year we have forgone the usual voting for dates, as it always produces predictable results of the latest date option being chosen. Instead we are now following a rule of trying to hold the challenge in the first full week of March, with an exception being made whenever this clashes with GDC.
More information can be found on the 7DRL 2018 Challenge page.