Download(Windows ,Linux, Mac, WebGL)
Undertiled is a procedurally generated puzzle game. The game consists of 6 randomly generated tile Levels. Your goal is to manage and find the hidden “ladder” tile of each level that will lead you to the next. To do that you need to collect information about the location of the ladder, from the various tile types on each tile map before your turns go below 0. When you think you know where the “ladder” tile is hiding use the Dig button on that tile to confirm your guess.
This is my first ever “completed” game in playable form, although I want to improve it and polish it more in the near future. I am pretty new to game development and I used the 7DRL challenge as an opportunity to learn more about game programming and force my self to make an actually playable game. I would really appreciate any kind of feedback from you all since I want to know what people think of my work, what I do wrong, what I do right, and how I can improve.
Thanks for your time and I hope you might have a little bit of fun with this small project. Good luck!
P.S. Some important rules that I haven’t included in the in game “Game Rules” section of the current build are:
– The ladder can’t spawn at “Master Tile”.
– The ladder can’t spawn at an “Info Tile”.
– The ladder can’t spawn at the special “Distance” tile.
It seems a couple of people I have demonstrated my WIP WebGL-based 7drl have had trouble running later versions of it, so I decided to ask you guys to see if it works for you. The game is played inside a web browser and requires WebGL support (but not any plugins), so you need a rather new browser (e.g. Google Chrome 10 or recent beta of Firefox 4 – IE won’t work). Also, your graphics card needs to be at least OpenGL 2 capable (with decent drivers) for WebGL to work.
Access game here
EDIT: Check out WebGL Wiki for browser support help & notes.
I started my WebGL based 7drl roughly 10 hours ago and I think I’ve gotten into a quite good start: I’ve got movement, basic collision detection, level loading from an ascii map and basic lighting with multi-light support.
- First day’s results: simple dungeon with lighting
I’ll probably continue by tweaking the shaders for prettier effects and trying to add randomness to those boring cube blocks.
WebGL also has the advantage that it is a well-defined and contained set of OpenGL functionality, contrary to the desktop version where there are many different versions, each deprecating something etc, so that it becomes hard and confusing to figure out what functionality should be used (e.g. doing stuff in a deprecated way to maintain compatibility with older hardware or coding “the right, modern way” that’ll probably break many bad drivers).
So, looks like I might be leaning towards WebGL, but need to read a couple of more tutorials and run some tests before I can say for sure.