Author Topic: Mad Maximillian's Codpiece (7DRL 2016 SUCCESS)  (Read 10803 times)

Hrakanku

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Mad Maximillian's Codpiece (7DRL 2016 SUCCESS)
« on: March 05, 2016, 12:10:54 PM »
So, a success, though not as good as I had hoped. Still, it is a game, maybe even an interesting one.
Download links:
Windows version (32bit I think)
Linux 64bit version
readme.txt that I forgot to put in the packages. Oops.
I'll try to get a 32bit linux version and maybe a mac version up too.

A bit of a postmortem:

Things I succeeded in:
- I set out to make a true coffeebreak game, with a length of 10-15 minutes. In the end a single game can easily be completed in 5 minutes, which is even better.
- The mechanics in the game are, while certainly not perfect, functional and somewhat interesting.
- I like how the game looks (except for the second and third levels). I think the colors are nice, at the very least they are quite inoffensive.
- It has codpieces.

Things I failed in:
- Coding, mostly. Trying to figure out how to do simple things and hunting for stupid typos took way too much time and energy. But that's mainly down to too little experience, a problem easily fixed, at least in time for next year.
- There are bugs left in the code that I know of, but can't find the reason for. Attacking multiple enemies at once sometimes fails and leaves one alive. Enemies occasionally spawn inside walls, though only at the edges of rooms, so they step out of them quickly. Sometimes they spawn on top of each other. I've gone through the code and find no reason for such behavior. I'll probably  post a bug-fix version later.
- I didn't have time to add quite a few features. For now there are only three maptypes and the 'story' is the same each game. The level generators are bad and produce very similiar, quite ugly levels (though the forest maps look nice I think). There are no items (I had planned to add something like three consumables, nothing more).
- It has no pictures of codpieces.

All in all, making the game was tough and fun and interesting. I'm very happy to have made a (somewhat) finished game, hopefully by this time next year there will be a couple more.

/Hrakanku, with 39 minutes left on the clock

====

Hi everyone, my first post on the forum.

I'll be making my first 7DRL (and my first finished RL, and my first finished game actually (well, hopefully finished at least)). The game will be a genuine coffeebreak roguelike, something around 6-15 minutes in length I think, with tactical combat, minimal controls and no bump-to-attack, heavily influenced by Hoplite. The setting is a post-apocalyptic 16th century Germany, with no fantasy elements but a bit of alternate-history fun stuff. And a lot of codpieces. The setting will not be a huge part of this game, but will feature more strongly in a few projects I'll hopefully be releasing later.

Edit: I will be using python & libtcod, and some code from my other, somewhat unnamed rl project.

Also, starting now, at 10.53 03/06.
« Last Edit: March 13, 2016, 12:21:44 PM by Hrakanku »

KhaoTom

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Re: Mad Maximillian's Codpiece (7DRL 2016)
« Reply #1 on: March 06, 2016, 04:02:34 AM »
Love the name. Good luck!

Hrakanku

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Re: Mad Maximillian's Codpiece (7DRL 2016)
« Reply #2 on: March 06, 2016, 07:06:00 PM »
Day 1:
I have done the layout, message system, player movement and basic enemy information. Tomorrow: first proper level generators and basic enemy ai, maybe start on combat system.


There's the player on the left and Mad Maximillian and his men on the right.

Surprisingly smooth sailing today, if I can keep up the pace, I'll have a finished game and plenty of time to polish things.

Hrakanku

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Re: Mad Maximillian's Codpiece (7DRL 2016)
« Reply #3 on: March 07, 2016, 06:36:14 PM »
Not as smooth today as yesterday, what with work and all. Still, I've got the combat system, some "ai" (the enemies move randomly until they can attack you) and the start of a level generator. So basically not at all what I intended yesterday, but still progress. Next up, ai and maybe the level generator too. Also: furniture.


Here the hero has bravely murdered Mad Maximillian and his band of randomly wandering robbers.

Hrakanku

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Re: Mad Maximillian's Codpiece (7DRL 2016)
« Reply #4 on: March 08, 2016, 06:51:00 PM »
Did an ai system of sorts today. The enemies still mostly move randomly, but I find it somehow creates a better feel than a more capable, aggressive ai would, and certainly makes the game not quite as hard. The arquebusiers and Maximillian can now shoot their arquebuses / pistols, too.

Hrakanku

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Re: Mad Maximillian's Codpiece (7DRL 2016)
« Reply #5 on: March 09, 2016, 07:43:23 PM »
Did some level generation stuff, fixed a few game-breaking bugs and created start-, lose- and winscreens and defined a wincon, so I kind of have a game. Not much of a one, but still a game. Now I have a bit over 3 days to make it a halfway decent one. So: take the stuff I have and make it better. And finally do the level generators that I meant to do on monday.

Hrakanku

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Re: Mad Maximillian's Codpiece (7DRL 2016)
« Reply #6 on: March 10, 2016, 10:01:09 PM »
Slow progress again, as I didnät have much time,  but bugs taken out and other small improvements made.

Hrakanku

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Re: Mad Maximillian's Codpiece (7DRL 2016)
« Reply #7 on: March 12, 2016, 09:45:02 PM »
Yay, a success of sorts. I have the basic game done,  three different levels and mechanics that are at least vaguely interesting. A lot of stuff is missing and there are some bugs, bad ones even that I don't have time to fix. I still have some time in the morning to work on some details.

Still, my first videogame \o/



Hrakanku

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Re: Mad Maximillian's Codpiece (7DRL 2016 SUCCESS)
« Reply #8 on: March 13, 2016, 08:34:27 AM »
Edited the first post with download links and success note, so this just kind of a bump message, sorry about that.