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7DRLs / Re: [7DRL 2023] [WIP] Loop Dungeons
« Last post by tukkek on March 07, 2023, 09:11:32 AM »Not much to report today, some time was lost to non-essential tasks, some time was lost to IRL preoccupations and much time was lost to refactoring and, in particular a nasty string of bug-fixes. I do have a couple minor snapshots to show for my work though!
A simple in-game help screen showing keyboard-shortcut overlays:

And the in-game debug mode showing the auto-explore and auto-fight features, which I'll explain a bit more in detail:

(GOTTA GO FAST! The video is only 5 frames-per-second, which is why it looks so choppy in here).
As a game that can be played either in semi-idle or turn-based modes (proper balancing for each still pending), the auto-explore and auto-fight functions are essential to Loop Dungeons. The "driver" decides which goals to go for in the dungeon depending on simple factors (such as player health) while the "fighter" semi-randomly, semi-intelligently selects abilities to use during combat (bottom left).
Even now, before proper tuning, the auto functions cannot beat the game in any difficulty on their own. Besides some small amount of theory-crafting, players are also required to take control of the helm when things start going south
A simple in-game help screen showing keyboard-shortcut overlays:

And the in-game debug mode showing the auto-explore and auto-fight features, which I'll explain a bit more in detail:

(GOTTA GO FAST! The video is only 5 frames-per-second, which is why it looks so choppy in here).
As a game that can be played either in semi-idle or turn-based modes (proper balancing for each still pending), the auto-explore and auto-fight functions are essential to Loop Dungeons. The "driver" decides which goals to go for in the dungeon depending on simple factors (such as player health) while the "fighter" semi-randomly, semi-intelligently selects abilities to use during combat (bottom left).
Even now, before proper tuning, the auto functions cannot beat the game in any difficulty on their own. Besides some small amount of theory-crafting, players are also required to take control of the helm when things start going south
