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Messages - lyeeedar

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7DRLs / Re: Quaestum Facere [Scifi 7drl 2016]
« on: March 12, 2016, 10:24:52 AM »
Day 7:

It's done! Doesn't have quite as much content as I had hoped, but it works, you can play through it fully. So I'd call that a success.

You can download it here.

7DRLs / Re: Quaestum Facere [Scifi 7drl 2016]
« on: March 11, 2016, 12:10:58 AM »
Day 6:

Today I added a new level type and a couple more ships. Didn't get all that much done though as job + 7drl has left me pretty exhausted! Gonna be glad to submit this on saturday and sleep all sunday I think.

Anyway here a picture of the new level type, the 'asteroid':

7DRLs / Re: Quaestum Facere [Scifi 7drl 2016]
« on: March 09, 2016, 11:58:03 PM »
Day 5:

Today has all been about adding content. I ended up drawing a ton more, making various things to decorate the ships with (lockers, beds, consoles, screens etc) so they now feel less dead.
I also added a few new missions, and support for more mission types. Now you can have escort, hunt, gather, do thing missions. Got to do some more bug fixing and stuff but friday is when I'll be aiming to finish the majority of mission content.

Anyway a gif!

7DRLs / Re: Quaestum Facere [Scifi 7drl 2016]
« on: March 08, 2016, 11:34:14 PM »
Day 4:

I spent a lot of today doing bug fixes and art. About 2 hours this morning was spent trying to track down one single issue with serialising out game states. Turns out it was a bug in the libGDX example serialisers for kryo. Oops!

I also fixed the support for loading static levels. This means that I could design ships with various anchor points for rooms to be placed in. That then took even more time messing around with excel to get it to export into a sensible format (space seperated eventually) that I could easily load.

Anyway pictures!

Turret Replicator Enemy:

Fighting through the cargo hold of a ship filled with replicators:

7DRLs / Re: Quaestum Facere [Scifi 7drl 2016]
« on: March 07, 2016, 10:16:05 PM »
Day 3:

All level generation all day. Hacked apart the level generation stuff used in A Skin of Others to allow the missions to control all the details. This allows the missions to say what rooms, enemies, difficulty etc the level should be, meaning all the important mission stuff is located in just the mission file.

Also drew some more art for various things, including doors. That took forever!

Picture of the player spaceship and player:

7DRLs / Re: Quaestum Facere [Scifi 7drl 2016]
« on: March 07, 2016, 10:12:19 PM »
Day 2:
It's been all UI work all day. Here's the progress so far:

So far you can buy and sell items (that are randomly generated), choose a mission and equip the items you want to take with you.

Tomorrow I will start work on level generation and combat (guns guns guns!).

7DRLs / Quaestum Facere [Scifi 7drl 2016 success]
« on: March 05, 2016, 05:17:13 PM »
Hi all! This will be my first 7drl attempt so hopefully it all goes well!
I'll be making a scifi roguelike, where you play as a mercenary attempting to earn enough funds to retire.

I'm going to be taking the engine I've been building for A Skin of Others and converting it into a new game.

Over the past week I've been drawing assets, so this is the set that I have currently completed link.

Updated the OP with videos. Just made the framework for the spell system, and fixed a myriad of other things. Check my blog to get a playable .jar :)

Ive added a link to my blog in the original post. Ill be posting updates on there regularly as I progress :p

Early playable release I'm aiming to have done in the next 2 months. Stuff that needs to be completed before then:

UI Screens <- Current task (4 more screens to do, should take me roughly a week)
Better enemy AI
Dialogue system (for tutorials and stuff)

Once that lot is done then it should be at the point where I just need to make content for a while, along with testing for any super major bugs. As I go along I'll post playable .jar's on my blog for anyone that is interested to try it :)

Stuff after that:

More weapon types
Spell system

Then it'll be beta!

Traditional Roguelikes (Turn Based) / EtRD - Enter the Roguelike Dimension
« on: February 14, 2013, 09:51:15 AM »
Enter the Roguelike Dimension (EtRD)

EtRD is a fully 3D roguelike with it's graphics based on its ascii ancestors. Rather than focusing on creating expensive and complex graphics it will instead focus on a stylised graphics style and compelling gameplay.

Check for the latest updates and releases!


The game runs in real time (not turn-based) and is completely in first person. The levels and enemies will be procedurally generated and therefore the game will contain permadeath.

A unique feature of the game is an extensive crafting system. All enemies will drop components (rather than equipment) when they are killed which can be used to craft items. You will obtain recipes throughout the game that describe the shape of an item, made up of a series of slots. In these slots any component can be placed. For example, a sword is made from a hilt, a blade core and a blade edge. In each of these 3 slots you can place any component (for example, stone as the hilt or fur as the blade edge) and the resulting item's stats will be based on the properties of the components used. This should hopefully make the crafting system much more interesting.

Eventual Game Features:
    Procedurally Generated Levels
    Unique Static levels (Bonus levels, story levels etc)
    Procedurally Generated Enemies
    Unique Boss Monsters
    Extensive Crafting System (Used to make all your equipment)
    Extensive Spell crafting system
    Dynamic Story

Implemented Features:
    Procedurally Generated Levels
    Procedurally Generated Enemies
    Extensive Crafting System
    Combat System
    Basic Enemy AI
    Spell System


Now some screenshots:

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