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Messages - Maurog

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Download it from https://maurog.itch.io/steno-rogue (Windows executable)

This is a typing game where you fight by typing the combat description to make them happen. Choose from trying one action, or be daring and try to squeeze two in the same round, but beware, if the timer runs out or you make a mistake, your attack/defense will fail. So basically, if it's your turn, you can either attack once or twice, and if it's one of the monster's turns, you can either defend or defend + attack.

It's pretty barebones, but it features different areas with different creatures, five difficulty modes to adjust timer speed, and a final score. Give it a try!

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7DRLs / [7DRL 2018][Success] Snek Trek
« on: March 13, 2018, 01:28:07 PM »
You may or may not remember my 2016 7drl, Snial Trial. Well, this year I made another one - Snek Trek:


https://www.youtube.com/watch?v=wvz3Vl0a2AA

It's pretty sparse in features but I think it might be fun, check it out!
You can download the windows binaries from here: https://maurog.itch.io/snek-trek

Any feedback welcome.

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7DRLs / Re: Green Eyed Monster [7DRL 2017]
« on: March 09, 2017, 11:09:01 PM »
Some improvements to mapgen, it's starting to almost look passable now:

https://www.youtube.com/watch?v=oiXHdpRunmE

Weekend is on, so real development starts tomorrow. 3drl here we go!

EDIT: Nah, I can't do it. Simply not enough motivation. Maybe next year.

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7DRLs / Re: Green Eyed Monster [7DRL 2017]
« on: March 07, 2017, 10:27:51 PM »
Hmm, day 2 update:

* Basic Architect class that will build a map out of blocks.
* Some sample blocks to see if it works. The blocks know their exits and match these exits accordingly with the other blocks.
* The blocks here are ones that build a square 7x7 room, a vertical 1x7 hallway and a horizontal 7x1 hallway and they all have four exits in their middle.
* The algorithm tracks all the exits, picks a random exit and a random block and tries to match them. If it can fit the block in there it carves a new room and marks the exit as green, otherwise it marks it as red and continues.

The results are predictable and a little boring: https://www.youtube.com/watch?v=k25aTvdX7P8

Progress is very slow now due to job etc, but I plan to make the last three days count.

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7DRLs / Re: Green Eyed Monster [7DRL 2017]
« on: March 05, 2017, 10:15:28 PM »
Okay, so this was day 1 I guess, let's summarize it.

I'm building on top of my engine which I began developing from my 7DRL 2016 little project, Snial Trial. During that year I refactored it a bit and added some features, so here is what this 7drl starts with:

* A base SDL2 setup, defining output areas, getting keyboard inputs and mouse events.
* Layouts, which define where areas should be and allow seamless window resizing.
* Text areas for feedback, grid which holds the map, and a minimap.
* Idle animations and death animations for my ASCII font characters :D

Here is the progress so far:
* Added camX and camY, so now I have a realmap of size 200x200, a grid of size 27x27 and a minimap of size 53x53 and everything scrolls the way it should.
* Proper player interaction with enemies and walls.
* Auras to make special enemies look special.

What's missing:
Everything else... mapgen, enemy ai, enemy descriptions, hit points, skills, fov, los, you name it, I don't have it.

Here is a sample of current status in horrible youtube resolution:
https://www.youtube.com/watch?v=sPGqJ8SmbsM

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7DRLs / Re: Rogue Artillery
« on: March 05, 2017, 08:25:52 PM »
Worms!

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7DRLs / Green Eyed Monster [7DRL 2017][FAILED]
« on: March 04, 2017, 10:30:55 AM »
Basically a super simplified Yandere Simulator. Make your way through school's first floor to the fourth, and don't forget to kill all the potential rivals, then Senpai will love you for sure.

My engine doesn't have most of the crucial features like map building, los, fov, etc yet, not to mention proper combat mechanics, so this is probably doomed to fail. But the process is the reward.

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7DRLs / Re: Snial Trial [7DRL 2016 - Success!]
« on: March 20, 2016, 09:54:29 PM »

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7DRLs / Re: Snial Trial [7DRL 2016 - Success!]
« on: March 19, 2016, 07:55:35 PM »
The game. It's Snial Trial, not Snail Trial, even though we all know Snials are pretty much giant snails that just happen to fight knights in arenas.

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7DRLs / Re: Snial Trial [7DRL 2016 - Success!]
« on: March 19, 2016, 12:54:55 PM »
Rogueliker recorded a nice Let's Play video of my silly game, check it out: https://www.youtube.com/watch?v=HoD13mdFc_I

And yeah, he mispronounced the name, but we will not hold it against him.

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7DRLs / Re: Snial Trial
« on: March 13, 2016, 11:47:27 PM »
Update 12:
https://www.dropbox.com/s/wkfl8krhi4wnu03/Snial%20Trial%20-%2012.zip?dl=1

* Small Screen Mode

The game will now automatically downsize itself to support smaller screens if needed (into a 854x492 window).

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7DRLs / Re: Snial Trial
« on: March 13, 2016, 08:37:43 PM »
Update 11 - Beyond 7drl:

* Added music, courtesy of the patron saint of indie game music, Kevin MacLeod
* Better indication of stacked Snials
* Snial drop rate reduced slightly to lull the player into false sense of insecurity
* Fixing armor has a small chance to critically fail

There you go, AgingMinotaur, there's that lute music you ordered. Also everything should be easier now, but I doubt anyone can defeat 1000 Snials (if you defeat 1000 Snials in one go, totally take a screenshot and post it here).

Next up:

* Self-resizing for smaller screens

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7DRLs / Re: Snial Trial
« on: March 12, 2016, 02:47:42 PM »
I'm not completely sure it's really fun, to be honest, because there were no extra features and combat is almost deterministic, so I cranked the difficulty way up. Since every two turns a new Snial drops in, you're under a constraint to kill one every two turns which is inherently impossible. You can defeat about 100 of them, but with the timer ticking and the need to repair armor and the obstacles mounting, you have no chance to keep it up.

Maybe I can make a version which drops one every three turns, which will also make them all move at once instead of of having different phases. That will probably make it too easy. Or drop once every three turns, but deliberately mix their phases. Or keep it the way it is but at least somehow signal to the player when each is about to move.

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7DRLs / Re: Snial Trial
« on: March 12, 2016, 01:39:09 PM »
Ow, I assumed everyone have over 820 pixels height now. My mistake.

When you die, the game revokes all your options except q/esc but allows you to look around, so it's probably this. Look at your armor, if you see any part as "exposed" (also bright red in the bar), chances are they got you.

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7DRLs / Re: Snial Trial
« on: March 12, 2016, 11:16:19 AM »
The title page and the concept of the game are actually a pop reference, but so ancient that nobody is sure exactly what it is about at this point:
http://britishlibrary.typepad.co.uk/digitisedmanuscripts/2013/09/knight-v-snail.html

Just in case you were wondering where the inspiration comes from (and the images, I used actual medieval ones).

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