Temple of The Roguelike Forums
Game Discussion => 7DRLs => Topic started by: MoyTW on March 07, 2016, 06:44:08 AM
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Going to make a roguelike where you dodge projectiles.
I'll be using the python+libtcod tutorial as a base, and will start the clock end of Sunday, March 6, 2016.
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It's Wednesday now. Got two more weekdays, and then two full (well, full-ish) weekend days.
So far I've managed to get basic projectiles down - line and boomering types - with a speed system, and a 1-turn danger display to help the player predict where the projectiles are going.
My code's a mess. A nasty, bloody mess! But the turnaround time on this is surprisingly fast.
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Ugh. The code's in a painful state to work with. Teasing the state apart from the tutorial code is...difficult. I'm almost to the point of giving up and saying "Screw it! Who cares if it would be an unholy maintenance nightmare, I only have three more days to work on it! GLOBAL STATE EVERYWHERE FOR EVERYONE GOOOOO"
I don't really do a lot of game jam/hackathon stuff. Maybe it's a frame of mind?
Got the 'readout' feature working. Basically, on each level, there are 'zones' where there are enemies and items. I plan to have some of the enemies be very strong and some of the items to be very powerful, so in order to let the player evaluate the risk/reward, they'll have the ability to get a readout of the level. The readout basically says what enemies are in a zone, as well as what items are in a zone.
So I've got that working.
Next step is to add a collectible "intel" item or somesuch which has the readout for the next level (and the readout also tells you where to find the intel). So you want to try and collect the intel on each level so you don't run into a horde of shotgun-spewing enemies while exploring.
Also on the to-do list are:
+ Scarier enemies (battleships, carriers, artillery ships, missile boats)
+ Items (torpedoes, EMPs, teleporters)
+ Pathfinding that doesn't get stuck on satellites constantly
+ A win condition (reach the end of the sector and assassinate the enemy leader)
We'll see how far I get with those.
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Ugh. The code's in a painful state to work with. Teasing the state apart from the tutorial code is...difficult. I'm almost to the point of giving up and saying "Screw it! Who cares if it would be an unholy maintenance nightmare, I only have three more days to work on it! GLOBAL STATE EVERYWHERE FOR EVERYONE GOOOOO"
I spent my hobby time for all of February getting rid of those globals and breaking the tutorial apart into a dozen more coherent files. It's a bit of work.
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Good to know! I'll put any hopes of making the code Not Awful aside, then, and just try to finish all the features off and hopefully balance it some before the time goes over.
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It is now technically winnable.
However, I disabled items and want to put them back in.
I'm going to try and get it to run on windows now.
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It's now technically playable and winnable on Windows.
Things that I'd like to improve on:
+ Add items back in
+ AI - there's no pathfinding so they get stuck on things, and they also will shoot themselves
+ A more helpful sector readout
So, it's not very complete. Also probably HUGELY imbalanced! But there's a playable version here (windows exe) https://www.dropbox.com/s/cofxgxdjvzooyei/rc-01.zip if anybody wants to take a look.
Feedback welcome of course.
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Okay, I had a tester take a look at it and there were some REALLY OBVIOUS things, like a dagger holdover from the tutorial. Whoops. Here's RC-2.
https://www.dropbox.com/s/14ni9nv5rjxbcy1/rc-02.zip
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Okay, so here's the TODO list:
+ Have enemies still act while not in FOV, as long as they were in FOV once
+ Pathfinding so they don't get stuck on satellites
+ A range indicator for your weapon
+ Items
+ Friendly fire checks
+ Sector readout improvement
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Test release, RC03
+ Enemies who have been activated will continue to act
+ Add pathfinding to enemies
+ Add messages to combat log when projectiles hit
https://www.dropbox.com/s/n2s3hmh4tucqngo/rc-03.zip?oref=e
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Test release, RC05
+ Added a range indicator for your laser
+ Items added back in (intro hasn't been updated to reflect this though - use 'i' for inventory and 'd' for drop)
+ Fixed bug with level-up screen taking your turn
https://www.dropbox.com/s/7twew04svtxosqi/rc-05.zip
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I'm done. While I do have technically an extra day (counted my start as Monday, so I have 'till Sunday), I don't actually have the stamina to make use of it. Still, I got it done, and it plays...okay, which is better than my last (completely failed) attempt!
Release version: https://www.dropbox.com/s/h3t86ky34qdtsgc/dodgeRL-release01.zip
Now I need to figure out how to actually submit it to the website.
Edit: 7drl.org appears to be down, so I'm not sure how to submit this. I'll try again tomorrow.
Edit2: Uploaded to the 7drl website and marked as Finished.
Source is here: https://github.com/MoyTW/7DRL2016
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You submit to 7drl.roguetemple.com, not to 7drl.org.
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Got it submitted, thanks!
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Really nice job on this concept! Lots of ways to make it even better (polish), but as a 7DRL it's solid. I played it after seeing it on the 7DRL reviews page (http://roguetemple.com/7drl/2016/), and noticing from the description that it was rather similar to what I was planning on doing for my 7DRL before I had to drop out in advance, so I tried yours :).
Writing to both congratulate you and also give you a heads up: Game crashed for me towards the end--I was in Sector 10. Looks like it crashed for one of the reviewers in the late-game as well. Could it have something to do with the projectile count? It got extremely slow with growing numbers of projectiles out there, and entering the final sector it got crazy slow before long while I was being chased down by a massive fleet and then just CTD'd.
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Hi MoyTW!
I had a go with this roguelike just now, and I really enjoyed it! I managed to get to level 10 before my client crashed to desktop, but I still had a fantastic time.
I'd really love it if you took this project and made it even better! Obviously there's a limit on how far one person can program in seven days, but what you HAD made was really awesome and I think it's totally worth extrapolating on some more. If you're up for the task, please flesh this game out and make it something really awesome. I'd totally love that.