Author Topic: DartRL (7DRLC 2014)  (Read 10039 times)

JedimEmO

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DartRL (7DRLC 2014)
« on: March 09, 2014, 07:07:16 PM »
This seems like a good place to keep updates, links and ramblings, as it seems others are doing it.

The announcement post on 7drl.org: http://7drl.org/2014/03/08/dartrl/
For those interested in the source, here's my git repository for this: https://bitbucket.org/JedimEmO/dart_7drl

JedimEmO

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Re: DartRL (7DRLC 2014)
« Reply #1 on: March 09, 2014, 07:11:22 PM »
There is also a live demo that's updated nightly running here: http://www.memocomputers.com/7drl/

JedimEmO

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Re: DartRL (7DRLC 2014)
« Reply #2 on: March 10, 2014, 10:53:14 PM »
Monday update: I added enemy entities to the game, and they follow the player around. For now, when they reach the player, the game ends.

There is still a couple of quirks with their pathing, but the basic animosity seems to be functioning properly.

Tomorrow will hopefully be spent adding player attacks and some rudimentary projectile animation.

JedimEmO

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Re: DartRL (7DRLC 2014)
« Reply #3 on: March 12, 2014, 11:59:59 PM »
Added the ability for player actions (like attacks), fixed a lot of bugs and made the map generator more versatile (at the very least less prone to breaking). Tomorrow will hopefully bring some animations, some more attacks and a victory condition.

deepshock

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Re: DartRL (7DRLC 2014)
« Reply #4 on: March 13, 2014, 12:54:10 AM »
My suggestion is to optimize it a little better. Right now, while it's decent otherwise, it tends to be a bit resource hungry, at least from what I've seen. Looking forward to the finished product. :)
Bardess- A party-based roguelike work in progress. Currently in beta and miles away from a release state. Feedback is always welcome.

http://roguetemple.com/forums/index.php?topic=2228.0
https://sites.google.com/site/bardesstemp/

JedimEmO

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Re: DartRL (7DRLC 2014)
« Reply #5 on: March 13, 2014, 11:20:16 PM »
Thanks for the feedback :) I'm getting pretty big generated JS from dart2js right now, that may be the resource hog you're mentioning.

Tonight was spent adding a smoke attack that engulfs an enemy in LOS blocking smoke. I also made a whitelsit of map seeds, that should prohibit some unfortunate generating times (I did once encounter an invalid start room, gonna have to improve the generator a bit more).

Other than that, I started attempting to balance the turn times of actions a bit to make it semi-playable.

Tomorrow I can hopefully squash a few more bugs, add a second level and some more sprites, and perhaps a victory condition (reaching the exit). Then polishing and finishing on saturday.

JedimEmO

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Re: DartRL (7DRLC 2014)
« Reply #6 on: March 14, 2014, 10:03:13 PM »
Made the game winnable, added a couple of levels and improved some small issues. Some new tiles. Gonna take a break tonight, then I will add some finishing touches tomorrow ;)

JedimEmO

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Re: DartRL (7DRLC 2014)
« Reply #7 on: March 15, 2014, 03:48:19 PM »
I'm considering my entry finished at this stage. I set my deadline to 4pm today (local Oslo time), it's now 4:41 and I'm pretty much happy with the current state. Of course I would like to add more features, optimize things and generally have the game be not-a-hack, but overall I'm satisfied.



Today I made a small help screen, and  I added a full set of GUI buttons to control the character. I tried playing the game on my Samsung tab 3, which worked fine. A bit slow, but fine. My phone was faster, but the resolution doesn't quit fit the game window. I might look into making it run on the S4 at some point.

The release build can be found here: http://www.memocomputers.com/7drl/. I will also create a release zip of the build for downloading at some point today.