Temple of The Roguelike Forums
Game Discussion => 7DRLs => Topic started by: JedimEmO on March 06, 2016, 09:41:23 PM
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This project has now been completed, and I consider it to be a successfull 7DRL entry.
To play the final version, go to www.myrsys.no:8080 (http://www.myrsys.no:8080), or build and deploy it yourself using the instructions found in the repository readme file here: https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/src (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/src)
Here's a screenshot of the final game:
(http://memocomputers.com/7drl/2016/day_7_2.png)
--- Original thread hea:
Time to start a progress thread, after day 1 is (mostly) over.
I'm creating a RL from scratch using ES6 and canvas. The gameplay will be centered around gathering supplies for campires, that must be lit during night time - or the player will face the consequences. As the name of the game indicates, lighting up 100 campires will be the victory condition.
My git repository is public, and the source is under the MIT license. It can be found here: https://bitbucket.org/JedimEmO/7drl_2016_100_campfires (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires)
I will also try to keep a sort-of up to date version of the game running here: http://www.myrsys.no:8080 (http://www.myrsys.no:8080). This will be unstable.
As for the progress, I got the tool chains for development set up today, including building a release docker container. Additionally, I got a rudimentary hexagonal tile map rendering working (this is nowhere near done).
Here's a screenshot of the map rendering in action, just to have *something* to show for a days work :D
(http://memocomputers.com/7drl/2016/map2.png)
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Day 2 draws to an end, and I did less that I hoped, but more than I feared. Got some very basic entity handling in, and made the player able to move around the map. Tomorrow will have to bring a proper turn handling system, and possibly some basic game logic.
Commit of the day: https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/b2ce68601698120f2500797d5106a5bd7a29617f (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/b2ce68601698120f2500797d5106a5bd7a29617f)
Mandatory screenshot of progress:
(http://memocomputers.com/7drl/2016/day2.png)
As a sidenote; I just realized that bitbucket shows the before and after verison of PNG files in the commit diff. Pretty neat.
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I like your concept a lot, Keep it up!
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Day 3 came and went. Nothing flashy accomplished today. I changed the movement system to be directional, so that you rotate and move forward rather than freely move in any direction. It makes much more sense in a hexagonal map. The rest of the evening was spent moving towards a chunk based map system, that should (when hopefully done tomorrow), allow for a pretty big world (with absolutely nothing in it).
Commits of the day:
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/25b7f3ad117c73ae4350eb45d38fcb1914d49ba3 (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/25b7f3ad117c73ae4350eb45d38fcb1914d49ba3)
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/5495cdfa518b352a5d836cc0b5773429fae643e3 (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/5495cdfa518b352a5d836cc0b5773429fae643e3)
Screenshot of the orientation indicator:
(http://memocomputers.com/7drl/2016/day3.png)
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More work on the engine. Finished the action system, and changed the player movement to actually use it, which made it a lot more sluggish. I also added a basic enemy, and finished the chunked map handling. Hopefully, tomorrow should bring some actual gameplay.
Commits of the day:
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/83e9febff477940cac8f665b639c7df44d1afeeb (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/83e9febff477940cac8f665b639c7df44d1afeeb)
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/f020143a0d1f953f81c3615c80c82335aa454461 (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/f020143a0d1f953f81c3615c80c82335aa454461)
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/a35b67ea95947db86861a57bc7bfa62c00225b5e (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/a35b67ea95947db86861a57bc7bfa62c00225b5e)
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/a4db52df3425dd6b8dd719dfe42655fe6980427e (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/a4db52df3425dd6b8dd719dfe42655fe6980427e)
Screenshot of the new enemy:
(http://memocomputers.com/7drl/2016/day4.png)
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I guess he doesn't like when the player burns all his friends.
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Nope, the idea is that they will spawn upon chopping down trees :)
As for day 5 being over, I horribly overdid my afternoon nap, and woke up at 12:30AM. I managed to get an A* implementation working, and got the enemies chasing the player around the map now.
Commits:
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/ad58a5e810d4f1a6bf70cfd6c1462a8487bff7e7 (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/ad58a5e810d4f1a6bf70cfd6c1462a8487bff7e7)
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/3a206edefd0d975ad4e127f73f1158b8dc4b60f8 (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/3a206edefd0d975ad4e127f73f1158b8dc4b60f8)
Visualization of the pathing (there are a few off-screen enemies here as well):
(http://memocomputers.com/7drl/2016/day_5_astar.png)
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Day 6 pretty much over, and I got quite a lot done after work today. Got basic combat in, fixed up a lot of crud and basically progressed a whole lot towards it feeling like an actual game. Still no campfires or win condition, but that should be manageable by tomorrow night.
Commits:
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/e93b38e6d2863d9687eb53e6a45fd0181835d373 (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/e93b38e6d2863d9687eb53e6a45fd0181835d373)
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/78b61f2d4c257f0fc6b6e529e90225d66cc92c17 (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/78b61f2d4c257f0fc6b6e529e90225d66cc92c17)
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/53d9f1062aad3ac7a31ef01700013b4791095d47 (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/53d9f1062aad3ac7a31ef01700013b4791095d47)
Screenshot:
(http://memocomputers.com/7drl/2016/day6.png)
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It's finished! I got most of the things I wanted into the game today, and I am happy, although exhausted.
I got log collection and potion quaffing into the game. There's a UI displaying the current state, and it is possible to win and lose the game. There's an additional monster,
and tiles have some decorations to break the monotony of the grass tile.
All in all, I consider this a success!
The nights are scary:
(http://memocomputers.com/7drl/2016/day_7.png)
Todays commits - too many to list. Check out the commit history of the repository if you are interested.
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/all (https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/all)