Author Topic: Gallagher: turn-based cave-flyer-like  (Read 5649 times)

JoshGrams

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Gallagher: turn-based cave-flyer-like
« on: March 04, 2017, 12:43:20 PM »
I've never made a roguelike before, and it has probably been 15 years since I have played NetHack or ADOM. But...I'm going to try and make a turn-based cave-flyer sort of game using ASCII on a hex grid.

The plan is that you will start in the center of a tunnel-riddled asteroid, with the ability to walk around on the walls and jump across open spaces (zero-gravity environment). Then you can find various items and weld them together to make ships to fly around, with the goal being to collect treasure and find an interstellar drive so you can build a starship and warp back to civilization.

We'll see how it goes...

JoshGrams

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Re: Gallagher: turn-based cave-flyer-like
« Reply #1 on: March 05, 2017, 12:32:53 PM »
There was way too much farm work to be done yesterday and I only got about two hours of work in. But I got my hex-grid code adapted and can draw characters on the grid in a decent font. I got the basic hex-based movement working. I knew going in that I wouldn't have much time since a couple of family members will be gone all week so we'll be short-handed on the farm. But I should be able to get a good chunk of time in this afternoon and evening. If I can get my pre-existing random-walk map generation code adapted to a hex grid and code the basic player actions and zero-g motion coded tonight then I'll still be on track.x

JoshGrams

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Re: Gallagher: turn-based cave-flyer-like
« Reply #2 on: March 12, 2017, 09:12:56 AM »
And...yeah. Real life continued to get in the way pretty consistently. :(