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Messages - Hrakanku

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7DRLs / Re: Schwarzwald Slaughter, 7drl 2017
« on: March 12, 2017, 12:53:30 PM »
Finished, barely kind of successfull.

7DRLs / Re: Schwarzwald Slaughter, 7drl 2017
« on: March 08, 2017, 04:52:08 AM »
After day 3 the game is going along smoothly, at least for how little time I've spent on it. Combat system is mostly done, a basic item system is in place, there are win and loss conditions, so it's a sort of a game already, now it just needs moar items and levels and a better ai and ui and a lot of tweaking.

Seems like I'll at least fulfill my first objective: to get something out. Now to see if I can make it fun enough. Plenty of time still.

7DRLs / Re: Schwarzwald Slaughter, 7drl 2017
« on: March 05, 2017, 04:41:38 PM »
First day going much better than last year, thanks to much more code that can be borrowed from other projects. Moving around, (mostly just random) enemies, and (very basic) attacks done. Nothing really screenshottable yet, hopefully tomorrow I get a level generator and proper colors for enemies done.

Now a pause, and maybe some work later tonight.

7DRLs / [Successish] Schwarzwald Slaughter, 7drl 2017
« on: March 03, 2017, 09:47:01 PM »
The Schwarzwald Slaughter - a success of sorts


Linux 64bit:
Windows download coming once I figure out how to set it up.

The Schwarzwald Slaughter is a short combat-focused roguelike inspired by Cardinal Quest 2, Hoplite and my 2016 7drl, Mad Maximillian's Codpiece (it is basically a sequel). The game involves making it through 9 levels of forest. There's no bump-to-attack, rather the way you move next to enemies determines the attack you use. Attacks have a fixed damage, modified by equipment in one of two ways:

1) A modifier to the damage of certain attack types.
2) A modifier to attacks that land on certain squares around the player. These will be indicated by colored backgrounds.

There are a few different enemies with different attacks available to them. Enemies on later levels have more hp.

Each time the player moves, they will make every attack the move allows, potentially attacking up to seven enemies at once, encouraging an aggressive playstyle.

The game will be made in python an libtcod, and will be available as binaries for at least Linux 64bit and Windows (propably 32 bit or whatever I can get working).

This is my second 7drl, and also my second ever completed game (well, not that my last year's game was that complete), and lacks several features I'd like to have and is quite buggy.

I started on 03-05 at 15:07 and type this around 14:30 on 03-12.

Now for a bit of postmortem, or "What went wrong":

Mostly I worked on the game way too little. I had 3 days during the week that I got nothing done and a few with way too little done. The result is a game that lacks a lot of features: there are only forest maps, and they are really lazy too, there's only 2 types of equipment and only seven items per type, there are no ranged attacks, some known but hard to squash bugs remain and the ingame help and readme.txt are both a bit unclear and there are problems with the visuals (some character and background color combinations make it difficult to see enemies and terrain.

What went well:
I'd say this game is better than my last year's effort, especially the more deterministic combat mechanics. The aesthetics are, while not as nice imo as last year, still quite adequate, except for a few problems. This game features more codpieces than last year, though still no pictures of them. 

All in all, was a fun week again, will try again next year.

[EDIT]: Haha, just noticed the screenshot had a message that didn't fit the screen. Realistic though, the game doesn't check for it, so I'll just leave it there.

7DRLs / Re: CULT - Success!
« on: March 13, 2016, 08:24:45 PM »
Crashed on me with a complaint about not finding overdose.ttf, noticed the file was named Overdose.ttf, so removed the capitalization and it works. Seems fun, too.

7DRLs / Re: [7DRL-2016] Some Dogs Go To Hell
« on: March 13, 2016, 05:22:12 PM »
How slow is really, really slow? 'Cos it's ~ .25 - .50s on the average turn (and the first turn takes a couple times that since all the AI routines are kicking in at once) on my machine, which is a straight-up gaming laptop... I tried doing some optimizations but the result turned out to be super buggy and 10 times slower anyway and it mangled the repo on top of all that...

But yeah, I've got a migraine right now so I can't do much of anything, but once that goes down I'll zip up the required libraries and send 'em to you.

Actually... hmm. This probably won't work, but try sticking the .py files into the same directory as the executable in the win32 distribution and launching from there. Maybe also try replacing all the "import <bla>" statements with "from library import <bla>".

It's something like 0.8 - 1.2s / turn, which actually still is playable, if only just. And yeah, didn't work, seems to be the problem. And whatever stuff that depends upon of course. Also: I kind of love the name, even if it is a bit long.

7DRLs / Re: [7DRL-2016] Some Dogs Go To Hell
« on: March 13, 2016, 04:09:51 PM »
Seems interesting, however hard to play for me since for some reason tdl refuses to install on my system and the game is really, really slow through wine. Could it be possible to package minimum libraries needed to run the game on linux with the sources? Because the ultra-violence and butt-sniffing is a great concept :D

7DRLs / Re: Quaestum Facere [Scifi 7drl 2016 success]
« on: March 13, 2016, 03:52:28 PM »
Definitely a success, the game's good, and not good just in a good for a game made in seven days way, but really a good game. Plus bonus points for being one of the few scifi 7drls this year that work on linux :D

7DRLs / Re: Schildkrötenformation [7DRL 2016]
« on: March 13, 2016, 02:50:21 PM »
Worked fine on Linux Mint 17.3. Nice game, though for some reason I found it really hard to keep more than one roman alive. The last one could survive for ages, but the other die all the time. Looks good, plays good, good one.

7DRLs / Re: Rogue Kudzu (7DRL 2016 Success!)
« on: March 13, 2016, 01:52:16 PM »
True, it might be a bit easy, won it without effort on my second try (on my first I tried to kill all the kudzu on the first floor. Didn't end well. Fun little game though. Maybe up the difficulty a little for more replayability? All in all it's nice enough looking, intuitive and at least somewhat fun, so, not bad at all :)

7DRLs / Re: Mad Maximillian's Codpiece (7DRL 2016 SUCCESS)
« on: March 13, 2016, 08:34:27 AM »
Edited the first post with download links and success note, so this just kind of a bump message, sorry about that.

7DRLs / Re: Mad Maximillian's Codpiece (7DRL 2016)
« on: March 12, 2016, 09:45:02 PM »
Yay, a success of sorts. I have the basic game done,  three different levels and mechanics that are at least vaguely interesting. A lot of stuff is missing and there are some bugs, bad ones even that I don't have time to fix. I still have some time in the morning to work on some details.

Still, my first videogame \o/

7DRLs / Re: Mad Maximillian's Codpiece (7DRL 2016)
« on: March 10, 2016, 10:01:09 PM »
Slow progress again, as I didn√§t have much time,  but bugs taken out and other small improvements made.

7DRLs / Re: Rogue with Purple Heart (7DRL 2016)
« on: March 10, 2016, 11:21:26 AM »
The way I understand it you have 7x24 hours, so if you started at noon on the 5th, you have until noon on the 12th.

7DRLs / Re: Mad Maximillian's Codpiece (7DRL 2016)
« on: March 09, 2016, 07:43:23 PM »
Did some level generation stuff, fixed a few game-breaking bugs and created start-, lose- and winscreens and defined a wincon, so I kind of have a game. Not much of a one, but still a game. Now I have a bit over 3 days to make it a halfway decent one. So: take the stuff I have and make it better. And finally do the level generators that I meant to do on monday.

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