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7DRLs / Re: LOSE [2017 - 7drl - 04 Mar to 12 Mar]
« on: March 12, 2017, 03:21:49 AM »
Day 7 (Saturday): Combat and more Dijkstra Mapping
-= Goals =-
-= Stretch Goals =-
-= Screenshots =-
http://imgur.com/a/SbGXY
-= Post Mortem =-
So this was my original set of goals:
The only thing I really punted on was the procedurally generated maps. I'm okay with that, but I'd love to hit that harder. Additionally, I didn't actually implement the death screen. The game just dies. If you have the logger running, you'll know why.
What I don't have setup correctly right now, and I should have included it in my original goals, is the UI elements that actually make this game worth playing. Things I didn't get a chance to do include a message section for things like combat logs and a mouse over interface, which would actually display the flavor text I created. This game would be far more entertaining if I could get the flavor text and messaging going. So those will be the next things I do after 7drl.
From a higher level, I wanted to just talk about my 2-3 hours a day requirement. For the most part, I adhered to this plan. So this game is probably the equivalent of about 15 hours worth of actual work. Given that small amount of time, I think what I did is pretty awesome. That said, I'm pretty sure what I have to show will be vastly under representative of the general 7drl games that do finish. I'm also elated that I completed a working game and a roguelike at that. I think if I had had about 4-6 hours a day, I'm not sure I'd have significantly more than what I have right now, but what I do have would be better polished and designed. And I think that's an interesting statement all by itself.
Also, just wanted to say thanks for everyone that followed this.
-= Code =-
You can find the code here
-= Goals =-
- [ X ] - Finish my original goals
- [ X ] - Add rudimentary combat
-= Stretch Goals =-
- [ ] - Add UI elements which actually give the player status information
-= Screenshots =-
http://imgur.com/a/SbGXY
-= Post Mortem =-
So this was my original set of goals:
- [ x ] - Build a top gameplay menu, basic play window/game map, death screen, inventory screen
- [ x ] - Build and utilize dijkstra maps for AI
- [ x ] - Something that can be played even if it's only one level
- [ ] - A procedurally generated map
- [ x ] - A basic framework that makes it relatively simple to add new monsters, items, etc.
The only thing I really punted on was the procedurally generated maps. I'm okay with that, but I'd love to hit that harder. Additionally, I didn't actually implement the death screen. The game just dies. If you have the logger running, you'll know why.
What I don't have setup correctly right now, and I should have included it in my original goals, is the UI elements that actually make this game worth playing. Things I didn't get a chance to do include a message section for things like combat logs and a mouse over interface, which would actually display the flavor text I created. This game would be far more entertaining if I could get the flavor text and messaging going. So those will be the next things I do after 7drl.
From a higher level, I wanted to just talk about my 2-3 hours a day requirement. For the most part, I adhered to this plan. So this game is probably the equivalent of about 15 hours worth of actual work. Given that small amount of time, I think what I did is pretty awesome. That said, I'm pretty sure what I have to show will be vastly under representative of the general 7drl games that do finish. I'm also elated that I completed a working game and a roguelike at that. I think if I had had about 4-6 hours a day, I'm not sure I'd have significantly more than what I have right now, but what I do have would be better polished and designed. And I think that's an interesting statement all by itself.
Also, just wanted to say thanks for everyone that followed this.
-= Code =-
You can find the code here