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Messages - Jan

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7DRLs / [7DRL 2018][Success] The Sky and Depths of Kobrade Hills
« on: March 10, 2018, 03:42:58 PM »
For 7DRL 2018 I am happy to claim success of my entry 'The Sky and Depths of Kobrade Hills'.

"In the Hills of Kobrade you find a mysterious locked church. Maybe your newly aquired jumping boots can help you to find a way into it... and into the adventure taking you to the sky, the depths and back up again."

Download it here:
https://jan-rl.itch.io/tsadokh

7DRL submission and rating page:
https://itch.io/jam/7drl-challenge-2018/rate/232887

Roguebasin:
http://www.roguebasin.com/index.php?title=The_Sky_and_Depths_of_Kobrade_Hills

Twitter:
#tsadokh

It was made with libtcod and BearLibTerminal in Python.

I was interested in making a ASCII-3D roguelike after playing a lot of Dwarf Fortress. The different z-levels triggered my imagination and I thought, what if you could move relatively freely in such an environment. So I made a very simple jump mechanic, that allows to hop up to the next z-level and a bit of airtime to move to higher grounds. I was educating myself on heightmaps from the libtcod package, to create the slopes on the ground and later also caves and more. I felt from a gameplay persepective, this is fun to just jump up and fall down the hills.

One common challenge of 3D maps in the classic 2D top down perspective is to give the player hints of other z-levels, like the one below and the one above. The ones below are now hinted at by the color and shape of the layers of air above, so they 'shine' through about four layers, and you get the impression to be able to see down. For the layer above you and the question, wheter I can jump up, or whether the block above me is blocked, I made a small HUD. Probably not the best solution, but you can get used to it and also find your way up again quite easily.

The game is filled with a few jump'n'run challenges and is in general about exploring the world most of the time vertically. Due to lack of time and a 100% convincing design idea, I skipped monsters and combat... it makes the game quite relaxing, you cannot do anything wrong and happily jump everywhere possible. Yes, a roguelike without dying... maybe I add these things after the challenge one day.

This way it became a ASCII-3D-7-Day-Rogue-Like-Adventure-Game with jumping! Enjoy the game!

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7DRLs / Re: Unlichtwesen [7DRL 2017] - Success!
« on: March 10, 2018, 03:13:28 PM »
Fixed the hang on quit, should work now. Thanks for the feedback and excuses for the late reply. Was not checking until new 7DRL ;).

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7DRLs / Re: Unlichtwesen [7DRL 2017] - Success!
« on: May 08, 2017, 07:31:16 PM »
UPDATE:

"Unlichtwesen" version 1.0 has now been released!

Find it at https://jan-rl.itch.io/unlichtwesen

This is my after-7DRL-version with some easy things fixed, namely:
- Preview of weapon-movesets and demons in the selection menu
- Animations of the moves slower to be more recognizable
- A few things here and there

This could have been my 7DRL final version (with much more time on my hands), but wouldn't have been there without the feedback of the reviewers.

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7DRLs / Re: Unlichtwesen [7DRL 2017] - Success!
« on: March 13, 2017, 09:29:34 PM »
@Avagart: ok, I have an update.

Got feedback from the web, that it works for some but others have the error, too.

Didn't work on my Vista Laptop either, got the same error message.

I did the creation of the exe from the python script on the Vista system and now it runs on all systems. Same code, same method of creating exe, just old Windows...

I uploaded this on the itch.io site as v09b, so you may give it a try :).

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7DRLs / Re: Unlichtwesen [7DRL 2017] - Success!
« on: March 12, 2017, 06:25:58 AM »
Thanks for letting me know and sad to hear! I downloaded it on my girlfriend's laptop and it works. Botch machines run Windows 10 though... I'll try again on my old laptop later.

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7DRLs / Unlichtwesen [7DRL 2017] - Success!
« on: March 11, 2017, 09:39:41 PM »
I am happy to announce a success for my 7DRL Unlichtwesen! It was a good time and my second 7DRL was a lot of fun to make. Last minute I decided to add the most complicated feature, but it seems to work.

First things first, you find it here on itch.io and via roguebasin:

https://jan-rl.itch.io/unlichtwesen
http://www.roguebasin.com/index.php?title=Unlichtwesen

News about it on twitter https://twitter.com/Nicol_Bolas

and props to libtcod and bearlibterminal that I used to make this happen.

The game is released as 0.9 to be "the nearly complete 7DRL version".

The game is named Unlichtwesen and the true heros should be the procedurally generated demons that you fight in 1on1 turn-based battles. It is basically only boss battles without any dungeon-crawling or puzzle solving before. These demons own their unique moveset and feature compositions, names and bodyparts and you hardly find two similar enemies.

Interlude 1: The list of bodyparts, features and movesets in the game could be infinite, the more the better. For the challenge I was happy with the number of attacks, patters and descriptions, but I will definitely extend this after the challenge and further work on this game.

The player can choose from two out of four different weapons and take one in each hand to face the opponent. The traditional-roguelike-staple "bump to attack" is replaced by directional swings, swipes and bashes, that affect certain quares when you attack. Every weapon has to independent attacks and you can use these with a respective cooldown. So timing in movement, attack pattern and evasion of enemy attacks is  akey element.

Interlude 2: The weapon choice and additional items and options leave still a lot of design space open. I see the addition of a shield, two-handed weapons and many other movesets possible and when I find time I'll add on.

There is limited progression in the game, as every battle stands for its own. However, in the beginning 10 demons are created and saved. You can choose, which you want to fight and nothing happens, when you are defeated. You can fight as often as you want, and when you defeat the enemy, it will stay defeated. Deafeat all 10 and you have basically won.

A meta-feature of the game is, that the unique procedurally generated demons, are stored as separate files and will remain even after their defeat. Share them with friends and brag about you victory, or show impossible fights around, whether someone can do it!

This last feature was important for me, I liked the creatures that I summonend and was sad to see them dissapear everytime the game gets closed.

Enjoy the game!

7
BearLibTerminal is really nice! I was looking for a long time for a way to make roguelikes in TrueType fonts, so I am glad I found it!

I learned a lot from Jotaf's libtcod python tutorial, and to educate myself on BLT, I modified the tutorial game for BLT display. It was suggested here before, but I don't know, whether anybody did this already...

Anyway, if someone is interested, here is the download link for the source code .py file and the Win32 package for running the game by an executable.

https://sites.google.com/site/iolx3home/TOMBS_BLT.rar?attredirects=0&d=1

I hope this helps someone, at least it was great fun for me. It is not at all perfect code, but it should give ideas. I will consider BLT for sure in future projects.

However, quick comment: It would be really great to have background (or transparent flag when needed) on additional layers. Libtcod consoles are a little easier here (menu covers the screen below).

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7DRLs / Re: The Prancing Bard [7drl 2016, success!]
« on: March 13, 2016, 10:52:58 AM »
Thanks for the nice feedback!

The element, which decides on the direction you shoot in, was actually the most difficult to design for me. The current solution is quite deterministic, which I like: The net movement of the 5 note pattern decides on direction. The disadvantage is, that you always have to approach the monsters you want to fight, which creates the need for enough space and attacking monsters from a distance early. I thought about a button to mirror the direction wheel, which lets you shoot in the opposite direction...

This might be part of (potential) future updates, as I left a lot of things out, like powerups (which give you more flexibility, or heal you) or monster spells (which restrict you, e.g. on the direction wheel). I am sure I did not fully explore the design space here. E.g. the inner white square of the direction wheel is a leftover of a "3-note-mode" which I eventually did not pursue further.

Regarding sound: This would be really nice! As libtcod does not support sound itself, it was out of scope for 7drl. I have no experience with sound libraries/modules in python yet, in especially how to include it to the particular code. Are there some examples of libtcod games in python with sound? I would be happy, if I could include it at some time.

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7DRLs / Re: The Prancing Bard [7drl 2016, success!]
« on: March 12, 2016, 08:58:44 AM »
Ok, thanks for noting. It seems to be a coflict to have the keys 123qweasd on the left side as controls as well... in this case 123 is nw, north and ne, which looks like it is the case with you.

Let's see, in the simplest case I remove the optional 123qweasd controls and keep vi and Numpad only.

Going to qweasdyxc is difficult because of z/y-issues on EU keyboard.

So yeah, this is not intentional ;)

[EDIT] Found out what it is: Arrows and pos 1 etc are overlayed at my numpad and work well. switching to numbers give the above conflict. I'll update this.

[EDIT2] Updated to v1.1 should be working now, many thanks for the feedback, Avagart!

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7DRLs / The Prancing Bard [7drl 2016, success!]
« on: March 12, 2016, 01:12:02 AM »
Uploaded my 7drl 2016 game and marked it as success, so might as well announce here! It is my first 7drl and I consider it successful, it is a small game about an idea I had for quite some time. Did not turn out as a dungeon crawler-exploration-RPG, but more of a puzzle game, bullet hell, tower defence, sort of.

Download it on this site:
https://sites.google.com/site/theprancingbard/
Blog entries:
7drl.org/author/jan
Contest list:
7drl.roguetemple.com

The Prancing Bard

Play notes while you move and chime into the melody of the world to unleash the harp of the storms.

Fight your way through 5 stages to defeat the cyclops or strive for the highscore in an endless stream of foes.

Features:
    * Movement patterns have to be matched with the streaming notes to unleash magic
    * ASCII graphics and effects
    * 5 stages with monsters
    * Defeat the Boss to move to the next stage
    * Endless mode for highscores
    * Colorblind option


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Thanks all for the kind words! I am really happy it works!

Mouse look is still from the tutorial, definitely will consider adding keyboard look command at some point in time.

Balancing is for sure not fine-tuned too much, most monsters might be adjusted in life/damage/armor. That is why all numbers are kept very low, as I thought it makes balancing easier...

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Welcome to rng clrc (pronounce: RNG cleric or ringo cleric), a roguelike game developed with libtcod in python.

It is in Beta stage currently. It contains all things planned for the game and hopefully only few bugs.

Check it out on Roguebasin:
http://www.roguebasin.com/index.php?title=Rng_clrc

Or directly on the rng clrc page with download:
https://sites.google.com/site/rngclrc/

It is my first release, so I really hope everthing runs smoothly. However, as I am a hobbyist programmer, no guarantee :).

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