Author Topic: Quaestum Facere [Scifi 7drl 2016 success]  (Read 15389 times)

lyeeedar

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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.
« Last Edit: March 12, 2016, 10:25:35 AM by lyeeedar »

lyeeedar

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Re: Quaestum Facere [Scifi 7drl 2016]
« Reply #1 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!).

lyeeedar

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Re: Quaestum Facere [Scifi 7drl 2016]
« Reply #2 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:

lyeeedar

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Re: Quaestum Facere [Scifi 7drl 2016]
« Reply #3 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:

lyeeedar

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Re: Quaestum Facere [Scifi 7drl 2016]
« Reply #4 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!


Avagart

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Re: Quaestum Facere [Scifi 7drl 2016]
« Reply #5 on: March 10, 2016, 12:20:38 AM »
Looks wonderful! I'm not a big fan of sci-fi settings, but I try Quaestum Facere definitely.

lyeeedar

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Re: Quaestum Facere [Scifi 7drl 2016]
« Reply #6 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':


Gornova

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Re: Quaestum Facere [Scifi 7drl 2016]
« Reply #7 on: March 11, 2016, 08:06:56 AM »
it's seems really "dark" to me: palette and player vision radius
Blog | Last game A droid story

lyeeedar

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Re: Quaestum Facere [Scifi 7drl 2016]
« Reply #8 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.

Hrakanku

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Re: Quaestum Facere [Scifi 7drl 2016 success]
« Reply #9 on: March 13, 2016, 03:52:28 PM »
Definitely a success, the game's good, and not good just in a good for a game made in seven days way, but really a good game. Plus bonus points for being one of the few scifi 7drls this year that work on linux :D

Avagart

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Re: Quaestum Facere [Scifi 7drl 2016 success]
« Reply #10 on: March 13, 2016, 04:54:06 PM »
Definitely one of the best 2016's 7drls so far. I really enjoyed your game and I played several hours (!). One thing which annoys me a little (because it strongly decreases replayability value) is about maps which are hardcoded / predefinied, not procedurally generated.

lyeeedar

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Re: Quaestum Facere [Scifi 7drl 2016 success]
« Reply #11 on: March 14, 2016, 11:38:42 AM »
Thanks for playing! I'm really glad you enjoyed.

One thing which annoys me a little (because it strongly decreases replayability value) is about maps which are hardcoded / predefinied, not procedurally generated.

I agree with that. I was trying to figure out a way to generate interesting spaceships but I just couldnt get anything that looked good in time. The asteroid and station are procedurally generated though.

Avagart

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Re: Quaestum Facere [Scifi 7drl 2016 success]
« Reply #12 on: March 14, 2016, 03:26:11 PM »
Are you going to work on polishing / expanding Quastum Facere after 7DRL? There is lack of this type of games (especially roguelikes) and your game definitely has a potential to further developing...

lyeeedar

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Re: Quaestum Facere [Scifi 7drl 2016 success]
« Reply #13 on: March 30, 2016, 01:12:48 PM »
Are you going to work on polishing / expanding Quastum Facere after 7DRL? There is lack of this type of games (especially roguelikes) and your game definitely has a potential to further developing...

I'm not going to by working on Quaestum Facere directly. What I am doing is rewriting the engine and refining the ideas into a new game as in developing Quaestum Facere I realised it has gained a lot fo bloat over the past year. The theme of the new game will likely be post apocalyptic rather than scifi, but we shall see once the engine is done.