Mar­i­oRL: Your Rogue­like is in another castle

Well, I know the con­test isn’t over yet but I’m call­ing it.  Try­ing to learn a brand new and exten­sive script­ing lan­guage, this being my first rogue­like and 7DRL, hav­ing no reusable code and tak­ing cer­tain short­cuts when I started the project sunk me.  Yes­ter­day, I real­ized that I could take one of two routes:
1. Take some more short­cuts and fake the funk to meet the dead­line.
2. Give up on fin­ish­ing the game in time, start recod­ing it from scratch and make some­thing that would do everyone’s favorite mus­ta­chioed Ital­ian justice.

So, that’s what I’m work­ing on now.  I’m start­ing from scratch with the things I’ve learned.  All in all, it wasn’t an abject fail­ure and now I have some reusable code and con­cepts and a bet­ter idea of how to achieve what I want with Mar­i­oRL.  Also, I’ll be able to imple­ment a lot more neat fea­tures that I had to scrap pre­vi­ously since I won’t be work­ing with a time constraint.

I will be con­tin­u­ing with this project and when it’s fin­ished I should have a leg-​​up on next year’s 7DRL.  Salu­ta­tions to my fel­low com­peti­tors and I look for­ward to play­ing some of your (hope­fully) fin­ished projects.  Cheers!

Here’s a screen­shot of my reworked map­ping.  I also took some time today to expand the graph­ics pack­age
so the game will play out just like SMB1 from World 1-​​1 to World 8-​​4 with dis­cernible Over­world lev­els, Under­ground lev­els, Mush­room lev­els, Bonus vine/​cloud lev­els, spe­cial Pipe rooms with ene­mies and loot and Cas­tle lev­els with False Bowser bosses and Bowser on the final level.
MarioRL Reworked Mapping