Temple of The Roguelike Forums

Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Jacoo on June 25, 2013, 06:05:32 AM

Title: SurviveRL (now at v0.06a) - dev update 2013-09-23
Post by: Jacoo on June 25, 2013, 06:05:32 AM
SurviveRL

About the game

A game where survival is the key! You can build, craft, fight, and lots of other things in a fantasy world that continues to evolve even when you watch. Full modding and scripting support is already in the game, more details on how to use those features coming soon

Some mechanics include:
There is a development blog for this game found at: http://surviverl.blogspot.com

Latest version: v0.06a  22nd August 2013    Win / OSX / Linux

Download

Download the game from the links on the Wiki or from IndieDB at http://www.indiedb.com/games/surviverl

Wiki is online at http://surviverl.shoutwiki.com/wiki/Main_Page

Screenshot
(http://media.indiedb.com/images/games/1/26/25159/titlescreen.png)

New in v0.06a
Title: Re: Pre-Alpha dev announcement: SurviveRL
Post by: Eben on June 25, 2013, 08:59:18 PM
I'd be interested in trying it out on Windows. And Android when that's ready.
Title: Re: Pre-Alpha dev announcement: SurviveRL
Post by: Jacoo on June 26, 2013, 06:30:58 AM
Great.

I can send you over a version later today if you PM me your email address.
Title: Re: Pre-Alpha dev announcement: SurviveRL
Post by: Jacoo on July 29, 2013, 05:20:40 AM
Im back from vacation so expect development and announcements to restart on a daily basis. I wont post much here from now on, please check the devblog and wiki for daily information and builds to download.
Title: Re: Pre-Alpha dev announcement: SurviveRL
Post by: Legend on July 29, 2013, 07:29:02 AM
Sounds pretty cool. Almost like an ascii minecraft (presuming that it is in ascii. I haven't actually tried the windows build yet).

I look forward to see how it progresses.

Title: Re: Pre-Alpha dev announcement: SurviveRL
Post by: Jacoo on July 29, 2013, 08:49:05 AM
Yep, I'll keep it ascii, but through plugins, allow other people to decide how to display the game in other ways.

Most of what is happening onscreen will be accessible through an API, from the current game window, to player stats etc.
Title: Re: Pre-Alpha dev announcement: SurviveRL
Post by: Jacoo on August 01, 2013, 10:43:22 AM
I added combat and permadeath in. Without those, it was pointless to run the game.

As each day goes by now, I will add new monsters. Take a look at the game at:

http://surviverl.shoutwiki.com/wiki/Main_Page
Title: Re: SurviveRL
Post by: Zireael on August 03, 2013, 07:38:47 AM
I like the idea, might playtest some later.
Title: Re: SurviveRL
Post by: Jacoo on August 08, 2013, 05:08:42 AM
Next version 0.05a should be released tomorrow (9th August 2013) with a proper UI framework in place.

Take a look at it here: http://www.indiedb.com/games/surviverl
Title: Re: SurviveRL (now at v0.05a)
Post by: Jacoo on August 12, 2013, 10:06:56 AM
Upcoming for v0.06a is a 3d perlin noise terrain generator:

(http://media.indiedb.com/images/games/1/26/25159/perlin10.png)

also, with trees and water:

(http://media.indiedb.com/images/games/1/26/25159/Water.png)

I used contour colours to display the various layers in the terrain. Movement up and down mountain sides is automatic as the code detects the player position and changes height accordingly.

It's been fun walking around the dynamic landscape, looking at lakes, mountains and other landmarks.

I might modify the dynamic terrain generator a little, for biomes as time goes on.
Title: Re: SurviveRL (now with 3D ascii terrain gen)
Post by: Zireael on August 12, 2013, 03:13:25 PM
It looks awesome!
Title: Re: SurviveRL (now with 3D ascii terrain gen)
Post by: Jacoo on August 16, 2013, 09:54:34 AM
Video of the Ascii 3D terrain on Youtube now:

http://www.youtube.com/watch?v=1IQfPeI5vp0
Title: Re: SurviveRL (now with 3D ascii terrain gen)
Post by: Zireael on August 16, 2013, 12:54:47 PM
Watching this on indieDB now.
Title: Re: SurviveRL (now at v0.06a)
Post by: Jacoo on August 23, 2013, 06:19:51 AM
I managed to clear up the 3D terrain generator for landscapes. I placed "test item" randomly spawning throughout the world. These will become reagents, similar to Ultima Online. Probably for v0.07a

I need to finish off (80% complete) the code for item drop and pickup. Should be done for v0.07a

v0.08a should be the generation of dungeons and cities
Title: Re: SurviveRL (now at v0.06a) - dev update 2013-09-23
Post by: Jacoo on September 23, 2013, 10:38:53 AM
Dev update:

I have been working on this game continuously, but havent posted here for a while, so here is a quick rundown of recent efforts:

Monster AI has had some background work done. I added a Kohonen SOM "brain" to them, which can learn. This is switched off in my code, and I'll activate it when i get more time.

Ogg support is added. The game plays various background music scores during transitions. I will have a whole set of themes, which should make the game more interesting.

Network server/multiplayer. I spent a few days over 2 weeks writing a UDP server, and am currently adding in network support into the game. It should take a week or two more. Im hoping to have this in place for the next release.

v0.07a is taking a while longer to release. I dont think people are much interested really in the current release schedule of each week, So I decided to add in more engine code for now and will release v0.07a in a week or two from this post.

v0.07a is to have multiplayer support, where 2 "@"s can move around the screen, each controlled from separate clients.
Title: Re: SurviveRL (now at v0.06a) - dev update 2013-09-23
Post by: Zireael on October 27, 2013, 07:48:18 PM
Any news jacoo? I am a sucker for survival RLs and I would love to give you feedback in the next spot of free time I have...
Title: Re: SurviveRL (now at v0.06a) - dev update 2013-09-23
Post by: Jacoo on October 28, 2013, 01:06:46 PM
Hi again,

Current development status is related to the network code. I have managed to create a protocol for network communication. The source code metrics show the line count at 6000, and not too complex to manage.

I think though, with the way I want to code the cloud AI, and the interaction between the monsters, npcs, and player(s), I want to rework the engine code a little.
Title: Re: SurviveRL (now at v0.06a) - dev update 2013-09-23
Post by: Jacoo on November 06, 2013, 03:46:41 PM
I think I might just implement new game features for now, rather than attempting to rework this version.

So, if all goes well, I will start adding monsters, content, and crafting into the current single player version.

As mentioned on my blog, I will keep it quite silent, but, if anyone is interested in getting a copy between releases, then contact me directly please with a PM on this forum.
Title: Re: SurviveRL (now at v0.06a) - dev update 2013-09-23
Post by: Zireael on May 28, 2014, 09:01:40 AM
An update for whoever's still interested: jacoo has reworked the game from the grounds up, moving to a 3D engine, and keeps updating the ModDB page with sweet stuff.

http://www.moddb.com/games/surviverl (http://www.moddb.com/games/surviverl)