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Messages - theq629

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7DRLs / Re: Thoodiam (7DRL 2016 success)
« on: March 14, 2016, 05:16:23 PM »

7DRLs / Re: Thoodiam (7DRL 2016)
« on: March 12, 2016, 08:21:49 PM »
Day 7: Critical hits, two-handed weapons, throwing weapons, helms and shields. Some attempts at balancing (which didn't really work). Bug fixing. I decided not to do game saving and restoring since the combat system seemed more interesting. It seems like playthroughs are either too easy or a monster kills me in one hit, but so far I haven't worked out balance.

I think this counts as success, I would have liked to get farther with actual interesting gameplay but everything basically works. Hopefully I have the experience and useful code to do something more interesting next time.

Play online (HTML canvas):
Download (Linux x86_64):

7DRLs / Re: Thoodiam (7DRL 2016)
« on: March 11, 2016, 05:19:56 PM »
Day 6: Multiple levels, win condition, new enemies for deeper levels. UI improvements, especially being able to show key bindings. Lots of bug fixing.

7DRLs / Re: Thoodiam (7DRL 2016)
« on: March 11, 2016, 03:15:08 AM »
That's a good point, thanks. It should be fixed now.

7DRLs / Re: Thoodiam (7DRL 2016)
« on: March 10, 2016, 04:42:15 PM »
Day 5: Made enemies chase the player, added detailed output of combat results, fixed a bunch of other things.

7DRLs / Re: Thoodiam (7DRL 2016)
« on: March 10, 2016, 03:34:55 AM »
Day 1 (Sunday March 6, though I didn't post and register until the evening): Integrated some output and FOV code I had done previously.
Day 2: Finished getting the HTML canvas output going. Started on data structures for items and separate beings. Added combat stats based on Sil, and and a bunch of weapons also from Sil.
Day 3: Added actions and messages for the UI communicating with the game. Added a key to pick up things. Added UI to show messages and the inventory.
Day 4: Finished interface for managing items (pick up, drop, equip). Added a time-based queue for game actions. Implemented basic combat (again based on Sil) and enemies that attack if adjacent.

My game compiles both to a curses executable and to a web version with HTML canvas. I spent a while trying to make an overly abstract interface for that, which was a bad idea in this scope but something I'll come back to later.

I'm obviously not going to get to the party-based game this time, so for the remaining days I'll just aim to finish enemy AI, multiple levels, saving and restoring games, and if I have time than add more map generation and UI features.

7DRLs / Thoodiam (7DRL 2016 success)
« on: March 06, 2016, 03:45:09 PM »
This is my first time for 7drl and my first time seriously trying to make a roguelike. I'd like to work on a party-based roguelike. But given that it's my first time, my first goal is just to get something working and I don't have very specific plans. I am working in OCaml with curses and hopefully also a HTML5 canvas version.

Play online (HTML canvas):
Download (Linux x86_64):
Source code:

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