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7DRLs / Colosseum of Rogues: 7drl 2014, Turn based fighting game COMPLETE
« on: March 10, 2014, 12:49:22 AM »
This will be the thread to follow for my entry into this year's 7DRL: Colosseum of Rogues.
As a member of the fighting game community and the roguelike community, I decided to take on a challenge: Can I plausibly merge both genres in a seven day proof of concept? Can I make FG concepts work in a turn based context? Only one way to find out.
The announcement post on 7drl.org: http://7drl.org/2014/03/10/deepshocks-7drl-entry-colosseum-of-rogues/
Day 1: I've given basic attacks a startup time before they resolve, and I've given the attacks and special moves recovery values. In addition, I've added a basic UI that shows both combatant's health values. Special move data is coded in, but the actual implementation thereof is incomplete. I'll provide an actual file at the end of Day 2.
As a member of the fighting game community and the roguelike community, I decided to take on a challenge: Can I plausibly merge both genres in a seven day proof of concept? Can I make FG concepts work in a turn based context? Only one way to find out.
The announcement post on 7drl.org: http://7drl.org/2014/03/10/deepshocks-7drl-entry-colosseum-of-rogues/
Day 1: I've given basic attacks a startup time before they resolve, and I've given the attacks and special moves recovery values. In addition, I've added a basic UI that shows both combatant's health values. Special move data is coded in, but the actual implementation thereof is incomplete. I'll provide an actual file at the end of Day 2.
