Poachers Will Be Decapitated! 13.5H report

13 hours, including a sleep. Got an @ on a nicely scrolling map with smooth movement. Fixed the FOV so that there aren’t edge artefacts when running. Computing FOV is slightly expensive due to the overhead in Griddle combined with the three-tile-wide buffer on each side of the screen. I’ll probably put sight range limits in the game to reduce this problem.

The quit button is currently broken, some of the map objects don’t get destroyed properly.

Next up: Interesting maps, random walkers, basic combat, and a trait system. I’m considering making combat deterministic (which will tie in with the theme of the game – random numbers are becoming as scarce as monsters), but I don’t know if I want to spend the extra time designing nonstandard combat.pwbd1

Legend of Tower โ€“ Day 1

Legend of Tower - Day 1 This year, sadly, I’m not doing another Android roguelike. I’ve teamed up with a college buddy whom I’ve worked with both professionally and at various game jams previously and we’re jumping in full force to do a roguelike in Unity. Well, a roguelike-like. It’ll be action based instead of turn-based and maybe not as much randomization as I’d otherwise like in a roguelike. Still, this week promises to be a lot of fun and I’m excited to see what we end up with.

In the first day we’ve got a ton of stuff working. We can load map modules from JSON files, run around, have rudimentary enemies and attacks. Graphics are all terrible and mismatched, and calculating pathing is a huge pain. Oh, and as you can see from the screenshot, lighting is non-existent.

But, we have a solid plan and there were no major roadblocks for the day, so I’m pretty optimistic going forward.

Poachers Will Be Decapitated! 0H report

Real life is a bit busy, so I’m putting off starting until the very last minute of Sunday. Not sure how much I’ll get done in the first half of the week, but I at least want to have display, basic monster behaviour, and a basic trait system working.ย I plan to make a reasonably generic trait/ability system like in Age of Wonders, where everything you need to know about an actor (except its basic numerical stats) is contained in a list of traits.

Some traits are abilities to activate (like being able to cast a spell), some are passive bonuses in special situations (like taking half damage from fire attacks), some are just information markers (like being undead, which makes an actor vulnerable to anti-undead abilities).

I’ll be using the Crawl tiles because I don’t like the Oryx or Dawnhack tilesets. And The Crawl tiles are CC0 which is a lovely license.

The amount of alcohol in currently in my bloodstream is not typical. A lot of piano came out of my fingers this evening.

Mysterious Space!

I’m making a side-scrolling, space-shooty rogue-like.

Not very rogue-like sounding >_> BUT WAIT:

  • Go through X levels to retrieve the THING, and bring it back
  • Mysterious “potion/scroll” system (alien artifacts)
  • “Cursed” (incompatible) equipment
  • Perma-death
  • Procedurally-generated levels, equipment (a la Diablo 2 or Borderlands), and enemies

I put together a 10 minute demo video today, showing a couple different level types, a couple randomly-generated weapons, and a little bit of source code:

7DRL 2014: Poachers Will Be Decapitated!

Poachers Will Be Decapitated!
Decades of exploitation by “adventurers” have left many species such as Orcs, Kobolds, and Trolls in danger of extinction. The monstrous dragon Uozeni, who once burnt your family and your village to cinders, lurks at the bottom of a previously undiscovered cave.
Populations here are much stronger than elsewhere, and the Society for Conservation and Ecology of Dungeons are protecting the inhabitants in the hope that they can later be reintroduced to other locations. Adventuring is restricted by strict limits on killing and looting, which are enforced by the Rangers, Inspectors, and Castigators of SCED.
These kill limits aren’t nearly enough to sustain a traditional approach to dungeon adventuring. To avenge yourself on Uozeni, will you work within the rules, subvert them with stealth, or publicly flout them?
Remember: SCEDRIC decapitates poachers!

I’ll cross-post updates here, on RogueTemple, and on my blog (kleinroguelikes.blogspot.com).

I’ll be writing in C++, using BearLibTerminal for display and my own library Griddle for back-end tasks like map topology, actor management, FoV, and pathfinding. I’ve written some experiments in map generation and general use of BearLibTerminal and Griddle, and a lot of their code will probably be used in the 7DRL. Source for the game will be released as usual.

Griddle is intended to be reusable in a wide variety of grid-based games, enabling effects like seamless travel between map chunks and rotation of player perspective. It makes heavy use of template metaprogramming and is currently a header-only library. Once it has a more stable and well-organised API I’ll try to release it as a compiled library that can be used from other languages. That way it can usher in a new golden age of ridiculously disorienting maps cobbled together from rectangles and glue. With a side order of smoke and mirrors.

Skool Eskape (7DRL 2013) New Version

Hi there!

My friend Jay and I made the Skool Eskape, one of the completed 7DRL 2013 entries. Some of you may have heard of it (It got an average score of 2.11, so not too shabby.)

Anyway, we’ve gone back to it now and then over the last few months, making some tweaks here and there and we’re interested in getting some feedback on the changes we’ve made. If any of you would be interested in playing it and letting us know what you think it would be much appreciated. You can access the game at:

https://dl.dropboxusercontent.com/u/8938070/Games/SE/index.html

The game is playable on desktop or mobile devices. Some info you might need to play: You have to make your way through 20 levels to beat the game. As you progress through the game, new enemies are gradually added in, making for a total of 3 enemies (Principal, Vice Principal and Janitor) you have to contend with to reach the exit.

There are now 3 items in total, including the chalk. Using chalk creates a chalk clound in a 1 square radius around you that will stun any enemy it touches for 5 turns, allowing you to pass through them to sneak by. Invisibility is fairly self explanatory, as the enemies will be unable to see you for I think it’s 10 turns (can’t remember off the top of my head, lol). Stink bombs create a cloud in a 5 square radius that will cause enemies to run away from the smell, and won’t enter the cloud. I believe this item lasts for 5 turns as well. You can pickup new items by walking over the chests placed randomly in the levels, but can only carry a maximum of 3 of each item.

Keyboard controls are arrow/numpad keys. You can move diagonally, but the enemies can’t. We are thinking about removing the diagonal movement which is why it’s not mentioned in the controls. You press ‘c’ to use chalk, ‘i’ for invisibility and ‘b’ for stink bombs. You can also press ‘f’ for full screen, and ‘s’ to turn sound on/off.

For mobile controls, you move by swiping up/down/left/right on the screen. To use items or turn sound on/off, touch the name on the status bar at the bottom of the screen. The audio might not work on Android. We’ve been having problems with that, so if someone has some experience in developing HTML5 games on Android and have some suggestions, they are most welcome. ๐Ÿ™‚

Anyway, sorry for the long post. If you’d care to leave feedback, please leave it here or email me at scott [dot] greig [at] gmail [dot] com or message me on g+ I guess. Thanks for your time!

EDIT: I forgot to mention that the game won’t work in Internet Explorer. You just get the Loading screen and nothing happens. It does work in Chrome and Safari however, so please use one of those browsers instead. The standalone version will work just fine on any computer, but we’re not releasing that until we’ve had some more playtester feedback.