17 hour report: The Time Travel Trick­ery Tshallenge’s Tem­po­ral Tumbledryer

Work began at 19:30 GMT on Sat­ur­day. I’ve recruited an artist and almost got ter­rain draw­ing cor­rect (there are a few issues with cor­ners). Cur­rently focussing on get­ting the entity/​event sys­tem run­ning – this is one case where get­ting an @ walk­ing around on the screen isn’t trivial.

The Time Travel Trick­ery Tshallenge’s Tem­po­ral Tumbledryer

Partly inspired by timerogue (a 2008 7drl that didn’t get very far), and Achron (a strat­egy game that lets units travel through time), this year I’m going to make an attempt at a rogue­like with time travel-​​based game­play. The player will pull off var­i­ous bank/​art gallery/​museum rob­beries, until they get caught and some gov­ern­ment peo­ple rope them into thwart­ing the plans of an evil genius in a vol­cano base.

Within the tem­po­ral bounds of each mis­sion I’ll be aim­ing for total free­dom in time travel – just decide to jump and set a time off­set or absolute time, and you go there. Care­ful tim­ing and flex­i­ble plan­ning will be nec­es­sary to get around or defeat armed time trav­ellers and guards. I’m not sure how much to reveal about the time travel mechan­ics at this early stage, but suf­fice it to say it will be easy to gen­er­ate para­doxes (the sim­plest option being to take a step, go back 3 turns, and shoot your past self in the head), and I’ve spent a lot of time plan­ning out how they should be dealt with (ie. not with imme­di­ate fail­ure – some para­doxes may be desirable).

I’ll use SFML for dis­play rather than libt­cod, just because I haven’t had any dif­fi­culty with link­ing it on linux or win­dows. I’ll prob­a­bly crib some dis­play code from Surrounded.

For those curi­ous, the Tem­po­ral Tum­bledryer is a crit­i­cal ele­ment in the cycle of steal­ing things, using the money to refresh sup­plies, and using the sup­plies to steal more valu­able things. A very noble cause.

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.