Mutant Aliens! – 7DRL Success!

https://​github​.com/​d​o​w​n​l​o​a​d​s​/​e​s​s​a​r​r​d​e​e​/​m​u​t​a​n​t​a​l​i​e​n​s​/​m​u​t​a​n​t​a​l​i​e​n​s​_​u​p​d​a​t​e​3​.​zip

https://​github​.com/​e​s​s​a​r​r​d​e​e​/​m​u​t​a​n​t​a​l​i​e​ns/

http://​rogue​basin​.com/​i​n​d​e​x​.​p​h​p​/​M​u​t​a​n​t​_​A​l​i​ens!

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.

Your dismembered limbs shake gently.

The hard­est mode... just... no.

 

You wash the maa-kneent with Tx-PBS three times with gentle shaking.

Dif­fi­culty level 6 is winnable, but here's a time when I lost by a hair's breadth.

The ship shakes gently.

The eas­i­est dif­fi­culty set­ting is so easy that I didn't even have to kill an alien.

Mutant Aliens! 157 hour prerelease

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?

https://​github​.com/​d​o​w​n​l​o​a​d​s​/​e​s​s​a​r​r​d​e​e​/​m​u​t​a​n​t​a​l​i​e​n​s​/​m​u​t​a​n​t​a​l​i​e​n​s​-​p​r​e​r​e​l​e​a​s​e​2​.​zip

https://​github​.com/​e​s​s​a​r​r​d​e​e​/​m​u​t​a​n​t​a​l​i​ens

Tested on Win­dows, Linux, OSX 10.4

The ground shakes gently.

Destroyed the trans­mit­ter, didn't get back fast enough, aliens fol­lowed me through the door. Went out with a deaf­en­ing bang.

Mutant Aliens! 151 hour report

Lots of progress. Scent gen­er­a­tors do their jobs (when set on a timer), there’s a lot more infor­ma­tion in the inter­face, the sound sys­tem is almost work­ing (at the moment you can only hear explo­sions), holo­grams are almost work­ing, mon­ster info is dis­played in a crude man­ner, and for the mem­ory sys­tem to work I just have to hide the bits that are unknown. Mes­sages and other big wodges of text behave nicely, there’s a speed sys­tem, both player and mon­sters can run, sub­ject to the con­straints of sta­mina (and run­ning speed decreases as sta­mina is depleted). Screen­shot and sec­ond pre­re­lease will appear sometime-​​ish.

Still need:

  • remote con­trols
  • brain slices
  • work­ing holograms
  • gra­dated sen­si­tiv­ity to scent for monsters
  • cor­rect sound sen­si­tiv­ity (explo­sions make you deaf for too long, foot­steps are inaudible)
  • crit­i­cal hit system
  • option to pick up/​put down/​hide/​activate/​configure items (at the moment only throw­ing works)

Win­ning is now a bit too easy, because high explo­sives kill things very reli­ably. I’ll crank up the mon­ster spawn rate when all the player’s nice toys are implemented.

 

Mutant Aliens! 125 hour prerelease

 

Apply finger to trigger for as long as necessary, with gentle shaking.

This is what hap­pens if you hang around too long.

https://​github​.com/​d​o​w​n​l​o​a​d​s​/​e​s​s​a​r​r​d​e​e​/​m​u​t​a​n​t​a​l​i​e​n​s​/​m​u​t​a​n​t​a​l​i​e​n​s​-​p​r​e​r​e​l​e​a​s​e​.​zip

https://​github​.com/​e​s​s​a​r​r​d​e​e​/​m​u​t​a​n​t​a​l​i​ens

It’s playable, it’s winnable, it’s los­able. There are invis­i­ble explo­sions. There are also lots and lots of miss­ing fea­tures. But any bug reports or com­plaints or rec­om­men­da­tions would be appre­ci­ated! I’m par­tic­u­larly inter­ested in how fast you move when you hold a key down, because scent maps take a lot of pro­cess­ing and some of the intended fea­tures will require more scent maps.

Known issues:

  • Long mes­sages and descrip­tive text don’t behave nicely
  • On my mon­i­tor, blue on black is really dif­fi­cult to read (any sug­ges­tions for alter­na­tive colour schemes?
  • Mem­ory is not bounded by num­ber of mon­sters and items that exist, but by num­ber of mon­sters and items that have existed in that run. I die or win before this becomes a prob­lem, and the num­ber of corpses you can make is bounded by your finite ammunition.
  • It is not fun to have to inspect a mon­ster by tar­get­ing it and press­ing ‘i’ to find out how dan­ger­ous it is.

Mutant Aliens! 120 hour report

Explo­sions are imple­mented but buggy, mon­sters can fol­low your scent, mon­sters spawn, you start in a ship, tab tar­gets a vis­i­ble mon­ster, the objec­tive (which I haven’t writ­ten down yet) is almost accom­plish­able but not quite with the present equip­ment (I tend to die with the exit in sight), and I’m mar­gin­ally less ham­ster­tas­tic than yesterday.

Mutant Aliens! 96 hour report

Urgh. There were some issues with a drill and some anaes­thetic and I spent yes­ter­day evening unable to con­cen­trate on cod­ing. So, lit­tle progress again. Things can be thrown, set to acti­vate on a timer, and reg­is­tered to the remote con­trol but not acti­vated using it. Hope­fully today will be more pro­duc­tive, since I have an excuse to sit around all day. Hamstertastic.

Mutant Aliens! 73 hour report

No real changes in game­play, but devices can be thrown, and they’re well on the way to being con­fig­urable to acti­vate on a timer or remote con­trol. Once that’s done, I can code up the effects, holo­gram pro­jec­tors, etc. Then the fun starts >:3

Culture the brain slice for 73 hours, with gentle shaking.

Con­fuses or fright­ens crea­tures with a psy­chic sense. Like that guy from the info­tain­ment datalinks.