Space Scavenger – Success

First submission, first success.

Screen Shot 2015-03-16 at 12.28.03 AM

You can find it here

As I don’t play a ton of roguelikes, I had to pick and choose the elements which I thought would help keep me interested. In spirit, I believe I kept true to the roguelike. If I had more time, I’d do more of a XP system, which would’ve been nice.

Because I was running out of time, I had to reach out to someone else to compose the music, and that turned out fantastic! Thanks for that goes to Jeremy “mangopear” Bell

Eden Sector, Day 4

eden sector pic

Eden Sector is a mod of Approaching Infinity, an upcoming Space Roguelike.

Eden Sector uses the core technology, resources, and background world of A.I., and introduces a brand new adventure. You travel across space (and time?!) to find the fabled “Amulet of Yendor”, a mysterious relic that just might help your people take revenge on the evil enemy that decimated them 80 years ago.

The first day was spent tying up loose ends on the current Beta state of Approaching Infinity. Day two was general story planning and base code modification. Day 3 included writing half the new quests, and day four (today!) was all about actually make them work!

Saturday will be spent (hopefully) doing a second round of optional quests, and introducing some new items and monsters, while tuning the existing ones to a 26-sector experience (as opposed to an infinite one!)

Sunday is reserved for polish, and all those little “Hey, wouldn’t this be cool?” things.

Wish me luck!

Bob

 

Starship Rex

For my first 7DRL, I’ll be using rot.js to create a game in which your @ is a robot on a starship that’s in decaying orbit around its destination planet. Your goal is to traverse the decks (floors) of the ship rescuing human colonists from stasis-sleep. Problem is, not all the humans have survived — not as humans at least.

The same technobabble space anomaly that threw the ship off course has interacted with the stasis fields to create creepy monsters. Some of these monsters are roaming free, some are gestating in stasis pods. Problem is, you don’t know until you extract a pod from its enclosure whether the human inside is alive, dead, or “creeped”. The status of the human determines where you must deliver the pod — medbay, morgue, or airlock respectively.

The robot (rexbot, a robot St. Bernard) can only withstand one hit to start with, but carried items will act as shielding (HP). The creeps (zombies, spaceghosts, etc) will only “see” stasis fields — so if you’re not carrying pods, you’ll be invisible to them. Conversely, they will attack you while carrying pods and destroy you once they’ve destroyed all your pods. Of course, there will be a number of mitigating items and abilities to use to combat these monstrosities.

The colonists themselves have traits that interact with each other to offer rewards when you rescue sets of them (e.g. three biologists can give you a “spell” to rescue a live colonist on the spot). I have notes about all this, but the particulars will be worked out next week.

The whole concept is a version of a board game I was working on last year, which itself started as an idea for a “space roguelike”. So it’s an ouroboroguelike in that sense, I guess.

I work full time and have a family, so it will be tough to accomplish anything too epic. I plan to get a playable “rescue the humans” game working first, then dig deeper on colonist traits, items, hazards, AI, etc. once I have the basics in place. I’ll release the latest “working” version at the end of the 7DRL.

I’ll be hanging out in IRC (Starstew) and tweeting (@Starstew) while working, to keep up with whatever everyone’s working on.

Kepler-10b: A finishing touch

 

Player Shooting enemy, HUD is visible.
Player Shooting enemy, HUD is visible.

The more I work on this game, the more simple and arcade-ish I’m trying to push it. There’s just something special about that laser sound when I destroy an alien from afar…m…Currently there are only a few things that I have yet to finish.

  • Kepler-10b is treating maps as dungeons, instead of going down and up it would make more since to go East,North,South, and West.
  • (BUG) I implemented Bresenhams LOS and it’s causing strange diagonal artifacts (viewable sectors that shouldn’t be viewable)
  • Implement party-system (simple, just add NPCs that follow user and displace them with user when user walks in their direction.
  • Replace stats leveling up system with a party leveling up system to increase all party members stats.
  • Replace medieval-style armor and weapons with functional futuristic weapons (Based off star-trek weapons, and modern space suit types)
  • Continue searching for bugs.

So perhaps I have quite a few things. I work better under pressure anyways haha.

Introducing SRL

Hi guys, my name is Quick Fingers and this is my first attempt at making a game of this genre 🙂 I like the RogueLike game type but have never attempted  to make a game like this before. This is my first challenge as a full time Indie developer as well! So super psyched to make something cool 🙂  I started on Saturday so I’m 2 days in so far and just writing this after finishing a 14 hour session… As usual when I work on projects I don’t have a set list of goals I just let creativity lead the way and do whatever it is my brain wants to at the time. That’s why I’ve done things like some music and an intro, but haven’t got the generative world in place. I’ve spent the best part on trying to establish a mood that I am happy with. Which is why music and sound was important.

Video available here!

http://www.youtube.com/watch?v=5qwmsEEamvg&hd=1