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Messages - MoyTW

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7DRLs / Re: A Rougelike Where You Plan Your Moves [7DRL 2017]
« on: March 11, 2017, 05:23:48 PM »
Technically finished. I'm kinda disappointed with how it came out - definitely not as nifty as my previous 7DRL - but hey!

Here it is: https://www.dropbox.com/s/rj413pje4ht8qlh/ARougelikeWhereYouPlanYourMoves.zip?dl=0

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7DRLs / Re: A Rougelike Where You Plan Your Moves [7DRL 2017]
« on: March 11, 2017, 06:57:17 AM »
Got a RC with the stealth, planning, and focus stuff in. And nothing else. No items or objectives or anything!

I mean I plan to add more enemies and levels but it's pretty barebones so far. 11 hours remain lol

https://www.dropbox.com/s/dy80sctswulgvbs/MTW_7DRL2017_1_RC2.zip?dl=0

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7DRLs / A Rougelike Where You Plan Your Moves [7DRL 2017 - Finished]
« on: March 11, 2017, 02:20:14 AM »
Gonna make a roguelike where you plan your moves. Well, mostly have made? but it might not really be very good. We'll see.

I really should have made this thread earlier and registered it.

Anyways, first commit on the fork was 19c36fccc99c5ceb35784f29f13a76f163220618 at Sat Mar 4 10:20:36 2017 -0800, so I have until Saturday, March 11, 10:00am PST.

I'm building it off an existing in-development game using C#, RLNET, and RogueSharp.

The repo is here: https://github.com/MoyTW/7DRL2017

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7DRLs / Re: A Roguelike Where You Dodge Projectiles [7DRL 2016]
« on: March 13, 2016, 07:43:33 AM »
Got it submitted, thanks!

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7DRLs / Re: A Roguelike Where You Dodge Projectiles [7DRL 2016]
« on: March 13, 2016, 07:03:26 AM »
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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7DRLs / Re: A Roguelike Where You Dodge Projectiles [7DRL 2016]
« on: March 12, 2016, 11:09:39 PM »
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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7DRLs / Re: A Roguelike Where You Dodge Projectiles [7DRL 2016]
« on: March 12, 2016, 06:58:31 PM »
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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7DRLs / Re: A Roguelike Where You Dodge Projectiles [7DRL 2016]
« on: March 12, 2016, 05:44:49 PM »
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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7DRLs / Re: A Roguelike Where You Dodge Projectiles [7DRL 2016]
« on: March 12, 2016, 09:25:37 AM »
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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7DRLs / Re: A Roguelike Where You Dodge Projectiles [7DRL 2016]
« on: March 12, 2016, 09:00:56 AM »
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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7DRLs / Re: A Roguelike Where You Dodge Projectiles [7DRL 2016]
« on: March 12, 2016, 07:57:51 AM »
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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7DRLs / Re: A Roguelike Where You Dodge Projectiles [7DRL 2016]
« on: March 12, 2016, 01:22:19 AM »
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.

13
7DRLs / Re: A Roguelike Where You Dodge Projectiles [7DRL 2016]
« on: March 11, 2016, 05:45:36 AM »
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.

14
7DRLs / Re: A Roguelike Where You Dodge Projectiles [7DRL 2016]
« on: March 10, 2016, 03:24:01 AM »
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.

15
7DRLs / A Roguelike Where You Dodge Projectiles [7DRL 2016 - Finished]
« on: March 07, 2016, 06:44:08 AM »
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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