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Messages - DeabDev

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1
7DRLs / Re: Magician - WebGL uploaded!
« on: March 13, 2016, 02:38:56 PM »
Day 7

Completed and uploaded to Itch:

** Play WebGL **

  • Damage numbers and floating feedback text added
  • Play spells UI added with tooltips.
  • Pet summoning added, takes 10 turns to complete spell.
  • Meditate mechanic added for regenerating mana - reduced vision while meditating.
  • Once all monsters killed, new, larger floor generated.
  • Basic score system added.

Pretty pleased overall. I'll probably return to this and add more spells and monster types. Would love to get some feedback.

2
Quick gameplay Gif for screenshot Saturday, still have a few hours to go!

https://gfycat.com/YawningHeavyItaliangreyhound

3
Day 6

  • Player targeting controls improved.
  • Abilities system fleshed out and now in use.
  • Pet has a ranged 'stun' attack, stuns an enemy for multiple turns.
  • Mana system for player character begun.
  • 'Click to target' added.
  • Title and game over screens added, can now restart on death.
  • UI for player spells added.

Title graphic:



4
Day 5

Turned that point today where, when 'testing', I find myself testing more than I need to - always a good sign!
  • Basic melee combat is in!
  • Target monsters with TAB key, then order your Pet to attack.
  • UI added player and target displays - with health bars!
  • Player can 'bump' melee attack an enemy (won't be primary source of damage).
  • Mobs now maintain a 'hate' list of enemies, used to priorities current target.
  • Death animations (and death!) added.

Combat GIF - I need to add floating damage numbers! I'm tab-selecting enemies here, then clicking the 'Attack' button to command the pet:



Current UI - 'Gibobtik' is the summoned pet - names for the original EQ pet names pool  8).





5
Day 4
  • Basics of abilities system added.
  • Monsters can now attack, with animation!
  • Character names added, including original EverQuest pet names :)
  • Player targeting system added (needs visuals).


6
7DRLs / Re: Magician - EverQuest inspired roguelike [2016]
« on: March 08, 2016, 06:30:45 PM »
Day 3

  • Monsters can 'see' the player, and will save as a target once spotted.
  • A* Pathfinding added - player can click to move.
  • Monsters now follow the player once spotted.
  • Players 'pet' added - can be set to 'guard' or 'follow', with a simple UI.
  • Player can swap positions with pet by walking in to it.


7
7DRLs / Re: Magician - EverQuest inspired roguelike [2016]
« on: March 07, 2016, 07:55:09 PM »
Day 2
More time today, so good progress:
  • Map now shown as explored.
  • Line of sight added.
  • Actor system added for player and monsters.
  • Simple turn order added - when player moves monsters then take a turn.



Monsters just move around randomly so far. Hopefully make them a bit more interesting tomorrow, and get the basics of combat in.


8
7DRLs / Re: Magician - EverQuest inspired roguelike [2016]
« on: March 06, 2016, 05:09:15 PM »
Day 1

Only had this afternoon to work, but a solid start. I set up the project with my dungeon generator I had preprepared:



Green tile is the start room, yellow tiles show 'main path' rooms, and grey tiles are extra (dead end) rooms. Pretty simple, but good enough for now.

Built a simple tile render based on a random map, placing the player and a skeleton in the first room:



Also added basic movement, but there's no turn order as yet, was really just to test the animations.

9
7DRLs / Magician - WebGL uploaded!
« on: March 05, 2016, 07:47:46 AM »
Magician
A lone magician and his summoned air elemental companion attempt to escape from the dungeon.

** Play WebGL **

Mechanics
I'm attempting to create a RL based around the Magician class from classic EverQuest. Play will revolve about using your summoned pet to fight for you, while managing the agro / attention of the monsters encountered. As in classic EverQuest, monsters are more powerful than the player, so going toe-to-toe isn't an option!

Correct placement of enemies and managing your pet should be instrumental in success.

Existing code + Assets
I've created some assets to use, animated sprites and basic tile graphics. I'll also be reusing code from my main project (see below) mainly A* pathfinding and line of sight. I've also prototyped a simple dungeon generator based on the  Brogue 'sliding rooms method'.

I'm using Unity, and plan to deploy using WebGL.

About Me
For the last 18 months I've been working on a tactical dungeon crawler - The Ever. I plan to include a RL mode, but haven't yet started on this.

I'll be using the 7DRL to prototype the mechanics mentioned above, which I'll hopefully be including in The Ever.

This is my first 7DRL, and I've never attempted any game jams, so looking forward to it! Will be a great change of pace to working on my main project. I'll be starting Sunday 6th.

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