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Messages - lyeeedar

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7DRLs / Re: The Abyss of Souls [7drl 2017 Success]
« on: March 13, 2017, 07:05:58 PM »
Okay a bugfix build is up on itch. Could you try it and tell me if it works now?

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7DRLs / Re: The Abyss of Souls [7drl 2017 Success]
« on: March 13, 2017, 04:33:42 PM »
Good idea, I'll do that. In say 5 hours or so.

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7DRLs / Re: The Abyss of Souls [7drl 2017 Success]
« on: March 13, 2017, 03:01:48 PM »
Oh darn, it should be mix (seems lerp is an nvidia driver supported one only). I'll fix this when I get back home. Is it okay to upload a new build even after the deadline?

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7DRLs / Re: The Abyss of Souls [7drl 2017 Success]
« on: March 13, 2017, 07:02:58 AM »
Oh ooops, I hadnt set the page to public. Done that now so you should be able to download the game.

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7DRLs / Re: The Abyss of Souls [7drl 2017 Success]
« on: March 12, 2017, 10:27:59 AM »
Day 7

And finally it is complete! This morning and yesterday was spent balancing and rebalancing everything, fixing a load of niggly bits and adding controller support. Sadly there wasn't enough time to build the ui for mouse support, but I included keybindings for WASD, arrow key, numpad and controller setups. That should hopefully cover most of the bases.

Another image:


You can download the game from the itch.io page, or look through the sources on github:

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7DRLs / Re: The Abyss of Souls [7drl 2017]
« on: March 10, 2017, 11:53:53 PM »
Day 6

Finally the game is fully completetable, all the sins can be cleansed and all the levels traversed. Now its just a case of polishing, but there sure is a heck of a lot of that to be done. The game is also shorter than I would have liked, but the focus on hand crafted levels rather than large scale 'padded' generation means it takes way longer to make stuff. Hopefully that design decision was a good one.

Anyway, heres a gif:


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7DRLs / Re: The Abyss of Souls [7drl 2017]
« on: March 10, 2017, 01:45:22 AM »
Day 5

Today I created the bare bones of the last few levels, and you can now game over / win too (though both just throw an exception and crash the game at the moment as theres now victory / defeat screen to switch too). Ive been mainly discovering the things my Generation Grammar currently lacks, and covering those. Luckily the system is flexible enough that doign so is fairly simple, but still it sinks time that is currently at an extreme premium.

Tomorrow I'll be looking to flesh out the content in each level, which includes more enemies, more weapons, just generally more stuff. Also ui work. But once that lots completed (tomorrow evening fingers crossed) the game should be playable from start to finish!

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7DRLs / Re: The Abyss of Souls [7drl 2017]
« on: March 09, 2017, 12:29:13 AM »
Day 4

Today I mostly completed the first 3 of my 7 planned levels, though each is a bit sparse on contents (only a couple of enemy types / environmental hazards each). Most of the time was spent working on saving / loading, a painfully difficult process. I does however now work (hopefully), so thats a plus. I also set up the ability to move between the levels.

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7DRLs / Re: The Abyss of Souls [7drl 2017]
« on: March 08, 2017, 01:30:56 AM »
Day 3

Today was mostly focused around the combat. Some vast improvements have been made, including the addition of locking the movement of things you hit when stepping forward. This stops the issue of things shooting off to one side when you attack them from the side.

Video of some combat:
http://i.imgur.com/1jT0EN2.mp4

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7DRLs / Re: The Abyss of Souls [7drl 2017]
« on: March 07, 2017, 12:12:21 AM »
Day 2

Today I spent a load of time on engine side work, which included optimisation for lighting (every water tile has a light, so it really needs to be fast), saving / loading support, ai fixes and other stuff. Sadly this has put me behind on the creating of levels schedule, so I'll be working extra hard over the next few days to make up for that.

We do however have monsters now! Currently they spawn in the swamp area in the first level. The first time I got them appearing they instantly sprinted for the left edge of the map, then started murdering each other in some sort of twisted battle royale. I have no idea what caused that at all. Was amusing though.

Glowy river


Monsters

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7DRLs / Re: The Abyss of Souls [7drl 2017]
« on: March 06, 2017, 12:52:22 AM »
Day 1

Well more like a half day, but I still got a fair amount done. First level is generating fine. Had to spend a while fixing the scene timeline code for the tutorial, it was deciding to play every part at once, which is not ideal.

The graph that generates the first level:


The tutorial area of the first level:


Tomorrow the plan is to get some monsters running around!

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7DRLs / The Abyss of Souls [7drl 2017 Success]
« on: March 05, 2017, 05:00:19 PM »
Hello all, I am once again participating in the 7drl with a game called The Abyss of Souls.

In this game you will be playing as a sinner who has died and gone to hell, and your objective is to cleanse your soul and ascend into heaven.

I'm starting from this codebase: https://github.com/infinity8/MHRL

Hopefully it all goes well!

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7DRLs / Re: Quaestum Facere [Scifi 7drl 2016 success]
« on: March 30, 2016, 01:12:48 PM »
Are you going to work on polishing / expanding Quastum Facere after 7DRL? There is lack of this type of games (especially roguelikes) and your game definitely has a potential to further developing...

I'm not going to by working on Quaestum Facere directly. What I am doing is rewriting the engine and refining the ideas into a new game as in developing Quaestum Facere I realised it has gained a lot fo bloat over the past year. The theme of the new game will likely be post apocalyptic rather than scifi, but we shall see once the engine is done.

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Excuse my self promotion but thats exactly what my 7drl entry is https://lyeeedar.itch.io/quaestum-facere

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7DRLs / Re: Quaestum Facere [Scifi 7drl 2016 success]
« on: March 14, 2016, 11:38:42 AM »
Thanks for playing! I'm really glad you enjoyed.

One thing which annoys me a little (because it strongly decreases replayability value) is about maps which are hardcoded / predefinied, not procedurally generated.

I agree with that. I was trying to figure out a way to generate interesting spaceships but I just couldnt get anything that looked good in time. The asteroid and station are procedurally generated though.

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