Author Topic: 100 Campfires [7DRL 2016] [success]  (Read 9333 times)

JedimEmO

  • Newcomer
  • Posts: 14
  • Karma: +0/-0
    • View Profile
100 Campfires [7DRL 2016] [success]
« on: March 06, 2016, 09:41:23 PM »
This project has now been completed, and I consider it to be a successfull 7DRL entry.

To play the final version, go to www.myrsys.no:8080, or build and deploy it yourself using the instructions found in the repository readme file here: https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/src

Here's a screenshot of the final game:


--- Original thread hea:

Time to start a progress thread, after day 1 is (mostly) over.

I'm creating a RL from scratch using ES6 and canvas. The gameplay will be centered around gathering supplies for campires, that must be lit during night time - or the player will face the consequences. As the name of the game indicates, lighting up 100 campires will be the victory condition.

My git repository is public, and the source is under the MIT license. It can be found here: https://bitbucket.org/JedimEmO/7drl_2016_100_campfires
I will also try to keep a sort-of up to date version of the game running here: http://www.myrsys.no:8080. This will be unstable.

As for the progress, I got the tool chains for development set up today, including building a release docker container. Additionally, I got a rudimentary hexagonal tile map rendering working (this is nowhere near done).

Here's a screenshot of the map rendering in action, just to have *something* to show for a days work :D

« Last Edit: March 13, 2016, 05:35:55 AM by JedimEmO »

JedimEmO

  • Newcomer
  • Posts: 14
  • Karma: +0/-0
    • View Profile
Re: 100 Campfires [7DRL 2016]
« Reply #1 on: March 08, 2016, 12:26:30 AM »
Day 2 draws to an end, and I did less that I hoped, but more than I feared. Got some very basic entity handling in, and made the player able to move around the map. Tomorrow will have to bring a proper turn handling system, and possibly some basic game logic.

Commit of the day: https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/b2ce68601698120f2500797d5106a5bd7a29617f


Mandatory screenshot of progress:



As a sidenote; I just realized that bitbucket shows the before and after verison of PNG files in the commit diff. Pretty neat.

scottieg

  • Newcomer
  • Posts: 4
  • Karma: +0/-0
    • View Profile
    • Email
Re: 100 Campfires [7DRL 2016]
« Reply #2 on: March 08, 2016, 12:52:04 AM »
I like your concept a lot, Keep it up!

JedimEmO

  • Newcomer
  • Posts: 14
  • Karma: +0/-0
    • View Profile
Re: 100 Campfires [7DRL 2016]
« Reply #3 on: March 09, 2016, 01:05:48 AM »
Day 3 came and went. Nothing flashy accomplished today. I changed the movement system to be directional, so that you rotate and move forward rather than freely move in any direction. It makes much more sense in a hexagonal map. The rest of the evening was spent moving towards a chunk based map system, that should (when hopefully done tomorrow), allow for a pretty big world (with absolutely nothing in it).

Commits of the day:
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/25b7f3ad117c73ae4350eb45d38fcb1914d49ba3
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/5495cdfa518b352a5d836cc0b5773429fae643e3

Screenshot of the orientation indicator:

JedimEmO

  • Newcomer
  • Posts: 14
  • Karma: +0/-0
    • View Profile
Re: 100 Campfires [7DRL 2016]
« Reply #4 on: March 10, 2016, 01:23:23 AM »
More work on the engine. Finished the action system, and changed the player movement to actually use it, which made it a lot more sluggish. I also added a basic enemy, and finished the chunked map handling. Hopefully, tomorrow should bring some actual gameplay.

Commits of the day:
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/83e9febff477940cac8f665b639c7df44d1afeeb
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/f020143a0d1f953f81c3615c80c82335aa454461
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/a35b67ea95947db86861a57bc7bfa62c00225b5e
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/a4db52df3425dd6b8dd719dfe42655fe6980427e

Screenshot of the new enemy:

Tzan

  • Rogueliker
  • ***
  • Posts: 193
  • Karma: +0/-0
    • View Profile
Re: 100 Campfires [7DRL 2016]
« Reply #5 on: March 10, 2016, 03:58:38 AM »
I guess he doesn't like when the player burns all his friends.

JedimEmO

  • Newcomer
  • Posts: 14
  • Karma: +0/-0
    • View Profile
Re: 100 Campfires [7DRL 2016]
« Reply #6 on: March 11, 2016, 02:38:47 AM »
Nope, the idea is that they will spawn upon chopping down trees :)

As for day 5 being over, I horribly overdid my afternoon nap, and woke up at 12:30AM. I managed to get an A* implementation working, and got the enemies chasing the player around the map now.

Commits:
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/ad58a5e810d4f1a6bf70cfd6c1462a8487bff7e7
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/3a206edefd0d975ad4e127f73f1158b8dc4b60f8

Visualization of the pathing (there are a few off-screen enemies here as well):

JedimEmO

  • Newcomer
  • Posts: 14
  • Karma: +0/-0
    • View Profile
Re: 100 Campfires [7DRL 2016]
« Reply #7 on: March 12, 2016, 02:53:37 AM »
Day 6 pretty much over, and I got quite a lot done after work today. Got basic combat in, fixed up a lot of crud and basically progressed a whole lot towards it feeling like an actual game. Still no campfires or win condition, but that should be manageable by tomorrow night.

Commits:
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/e93b38e6d2863d9687eb53e6a45fd0181835d373
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/78b61f2d4c257f0fc6b6e529e90225d66cc92c17
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/53d9f1062aad3ac7a31ef01700013b4791095d47

Screenshot:

JedimEmO

  • Newcomer
  • Posts: 14
  • Karma: +0/-0
    • View Profile
Re: 100 Campfires [7DRL 2016]
« Reply #8 on: March 13, 2016, 05:32:32 AM »
It's finished! I got most of the things I wanted into the game today, and I am happy, although exhausted.

I got log collection and potion quaffing into the game. There's a UI displaying the current state, and it is possible to win and lose the game. There's an additional monster,
and tiles have some decorations to break the monotony of the grass tile.

All in all, I consider this a success!

The nights are scary:


Todays commits - too many to list. Check out the commit history of the repository if you are interested.
https://bitbucket.org/JedimEmO/7drl_2016_100_campfires/commits/all