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Messages - ondras

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1
7DRLs / Re: Sleeping Beauty (7DRL 2017)
« on: March 10, 2017, 06:12:53 PM »
I played, won on the first try, but liked it. Actually, if I don't plan to invest that much time into a game, I prefer it to be not that hard: this one could be a little more difficult though. Nice building around a theme... story... whatever.

Agreed, it is rather easy.

The most obvious thing to notice is the combat system. I understand we seek alternatives to bump-into-enemy system. In later floors I noticed that it does require some strats, but it can never surprise you, right? I think that surprise/uncertainty is an important aspect of combat.

Right, no surprises. Enemies are procgened, though.

Also, using combinations like ctrl+h can trigger some browser shortcuts like showing history in Firefox. Maybe it can be prevented in JavaScript by calling event.preventDefault() or something.

Indeed. But preventing some might anger other shortcut users who prefer browser native behaviors. That is why any modifier is allowed.

2
7DRLs / Sleeping Beauty (7DRL 2017)
« on: March 10, 2017, 02:16:39 PM »
Hi,

the game is basically finished and fully playable (winnable, losable). You only need a reasonably modern web browser. Enjoy!

https://ondras.github.io/sleeping-beauty/

3
7DRLs / Re: [7DRL 2016] Café Havoc - Success!
« on: March 12, 2016, 09:29:46 PM »
Thanks for the feedback!

  • I enjoyed the npc names, "30 Rock" references, especially  ;D

I am glad these found their audience. Most of the names are references to *something*, though. Also, this is my third 7drl that features a (semi-)hidden reference to Lutefisk ;-)

  • I kinda wish the npcs that I had served during the day were not aggressive at night

Well this was kinda the point -- you serve them during the day, giving them ammo to be used during the night.

  • Is there a way to win?

You win simply by surviving. But a real player will try to aim for a high score (number of satisfied customers); unlike my colleague who finished the game alive while serving one customer :)

4
7DRLs / [7DRL 2016] Café Havoc - Success!
« on: March 12, 2016, 08:41:36 AM »
Hi,

my 2016 7DRL is ready. Its name is Café Havoc.



Obligatory info:

  • Playable version: http://ondras.github.io/cafe-havoc/
  • Source code: http://github.com/ondras/cafe-havoc
  • Tech used: JS (ES 2015, rot.js), HTML, CSS
  • Game type: traditional, tty-based display, turn-based gameplay
  • Game setting: working as a waiter in a large Café
  • Game scope: coffeebreak
  • Features not typically seen in my other games: room-based FOV, numeric inventory control, above-average-verbosity NPC descriptions, brand new level generator, non-standard map font (Metrickal)

Enjoy!

5
7DRLs / Warden's Duty (7DRL 2015 - success)
« on: March 14, 2015, 09:44:37 PM »


Play in your browser: http://ondras.github.io/wardens-duty/

Source available at GitHub: https://github.com/ondras/wardens-duty

The game cannot be won - success is measured by the prison level you descend to (also, by the amount of looted gold). Uses tiny parts of rot.js.

6
Finished the game today. It is clever, original, playable and absolutely awesome.

Game levels are polished and balanced; there is just the right number of them. Soundtrack varies, but the credits music kick some serious electronic ass.

Ctrl+Q closes my browser's window, so that key binding is a bit unfortunate. No other mishaps encountered.

7
7DRLs / Re: Goldfish (7DRL 2014, Success)
« on: April 08, 2014, 08:17:37 PM »
Don't you guys ever read fairy tales?  Getting caught and then released for wishes is all there is to life for a talking fish.

Turns out that talking fish are somewhat specific to Slavic fairy tales (naturally, me living in .cz) and are virtually unknown to the outside world.

8
Wow, a really great job! It took me some time to figure out what the game is actually about, but the resulting meta-coding experience is awesome.

9
7DRLs / Goldfish (7DRL 2014, Success)
« on: March 14, 2014, 08:03:17 PM »
Hi,

I am pleased to announce that my 7DRL game, the Goldfish, is done & ready for general consumption.

Play it in the browser: http://ondras.github.io/goldfish/

Or check its source code: https://github.com/ondras/goldfish

10
Traditional Roguelikes (Turn Based) / The Conception (7DRL 2013)
« on: March 16, 2013, 09:26:16 PM »
Announcing my 7drl game, playable in any modern web browser: http://ondras.zarovi.cz/games/conception/

Written in a big hurry, due to complicated family situation (twins born 14 days ago).

(HN link: https://news.ycombinator.com/item?id=5386590)


Good luck!
O.

11
Traditional Roguelikes (Turn Based) / Re: RailRL ALPHA (ARRP)
« on: September 15, 2012, 08:50:27 PM »
Or what about cancelling out of the menu by moving, skipping needing to press 0 every time.

This makes some sense - but keep in mind that the menus are controlled by the same keys (if you have/use numpad) you use for movement; this might create some confusion when pressing "1" twice results in different actions (picking item #1 in menu vs. moving bottom-left).

Perhaps the menus could be flattened so there is no need for "multiple-0" operation to get back... will try to make up something.

Having this as hex-based movement also exacerbates the movement issues for me, but that's just because i'm not used to playing that control style most likely.

I guess this is just a matter of time. Also, the numpad-based keys are much more natural than the "qwaszx" section...

12
Traditional Roguelikes (Turn Based) / Re: RailRL ALPHA (ARRP)
« on: September 15, 2012, 08:46:19 PM »
I think you should change the way you perform interaction, because "alt/cmd + direction" interferes with my browser's shortcuts.

Would adding of ctrl/shift to the list of interaction modifiers improve your experience? The main goal regarding UX is to keep stuff as simple as possible (by reducing the amount of memorized keystrokes to a minimum, for instance)...

13
Traditional Roguelikes (Turn Based) / RailRL ALPHA (ARRP)
« on: September 15, 2012, 07:21:48 PM »
Introducing RailRL, my contribution to the 2012 ARRP.

This is a game prototype written using rot.js, featuring:

  • infinite procedurally generated terrain
  • hexagonal topology
  • interact with environment, build rail, operate trains

Features coming soon:
  • saving/loading
  • train logic
  • critters
  • goals, cities, industries

14
Hi,

I am happy to announce a first release of Rogue Zombies, my new coffeebreak JS/HTML5 game.

Playable version: http://ondras.zarovi.cz/roguezombies/
Project page: http://code.google.com/p/roguezombies/

Features:
  • HTML5 canvas ASCII rendering
  • Background music, sound SFX
  • Items, explosions, money, zombies

    Have fun :)
     

15
Traditional Roguelikes (Turn Based) / Re: HTML+JS Tech Demo
« on: October 11, 2011, 07:34:49 PM »
This does not use canvas. It's a lot faster to render text using divs and JS. I did a bit of research on all this stuff :D

I suppose I could make a canvas / graphical version. But yea, I prefer CP 437 :D

I have a canvas/html/image switch in my game: the "Map style" link in the bottom right corner (http://ondras.zarovi.cz/js-like/). The canvas backend seems to be marginally faster, but the true difference is in the features provided - canvas allows easy saving of a screenshot, HTML allows east copy&paste of the map...

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