Last night I finished what should be the last of the framework code and merged it into master, bringing my codebase close to 15k lines before any 7DRL-specific code. Unfortunately, this means that I’ve fallen behind on my timeline and am only just now where I wanted to be at the end of the second day. The next three days are going to require a lot of hard work if I want to get a reasonably good game out there. Unfortunately, I won’t have all of them available as I have to work on part of Friday and have a guest arriving that night. We’ll see what I can manage to turn out…
Yesterday was also pretty uneventful because I had to spend the day mostly writing framework-level code. However, the framework’s functionality is now back to about where it was last 7DRL (but much more extensible).
My job today is getting the existing combat implementation back to functional levels. The system already supports some really fancy stuff, like locational damage and multiple attacks. If I have time after getting combat to a working state, I’ll probably get AI working again (it’s been disabled for quite a while).
Not a very eventful first day. I’m using my own framework for this, but I’m in the middle of some major architectural work on it that I didn’t have time to finish. You can move around and inspect actors, but a lot of basic functionality is only sort-of-implemented. After some initial setup of the game folder, I delved right into committing to a separate branch off of master for making the framework more operational. Hopefully that will be done with in a day or two…
I have finally gotten around to uploading another bug-fix binary.
I have fixed the remaining known crash bug when wielding weapons (AI or player) as well as a few other combat issues.
Plus I added TILE “support”. Tiles are supported but I don’t have very good ones (except for the excellent squig ones :p ). (I forgot to add ammo tiles, so the are just a white selection box)
Thanks to “arthandas9″ for some ideas/bugs/support.
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So I have posted elsewhere but here goes for prosperity I have a later bugfix up now Homepage here
You play an orc who awakes confused and disoriented into the world. Find your way in orc society and meet your destiny, or die trying.
The game has 10 areas to explore.
Two separate playing methods, Dirty Fighter or Squig Master. Once every level you can unleash a WAAAGH.
Homepage here Windows binary but source available.
Well, there are lots of features I wanted that aren’t in it. But it’s playable, it’s very coffeebreaky, it can be very challenging, and it’s very prone to killing you just when you think you’ve won. Don’t let them get too close. Run away often. Use your explosives wisely.
I guess it turns out a worthwhile roguelike doesn’t have to have remote controlled brain slices.
Comments, feedback, bug reports, particularly along the lines of “Add in-game help as a bugfix or I refuse to play” can be posted here, or sent to quendus at google’s email domain. I’ll post to the newsgroup soonish.
Prerelease version. With 11 hours to go, any bug reports, complaints, flames, appreciation, comments, whatever would be appreciated. In particular, is there enough information in the interface to address the concerns previously expressed in comments?
Tested on Windows, Linux, OSX 10.4