Using C++ and libtcod, I will step into the arena of the 7DRL challenge.
This is my first roguelike, so I'm not aiming very high at the moment. I'm planning for this game to be more team and tactics based, rather than the player being a one man army. Things to expect: * AI partners that aren't too dumb to live. * Simple, tactical, and hopefully fun combat. * Simple magic. * Magical artifacts. * A last boss with a MacGuffin. * High mortality rates.
Things not to expect: * Experience and leveling up. * A lot of ordinary items and equipment. * Fancy effects.
"Almost midnight" is probably a nice arbitrary time to report my progress. Given that it hasn't even been three hours, I don't have much done, but I'm proud to say that I have my game loop set up, but I don't have an @ walking yet.
On Mar 7, 9:47 pm, Matt_S <mattsullivan14...@gmail.com> wrote:
> "Almost midnight" is probably a nice arbitrary time to report my > progress. Given that it hasn't even been three hours, I don't have > much done, but I'm proud to say that I have my game loop set up, but I > don't have an @ walking yet.
After running into a bunch of linker errors, I realize that I don't remember C++ as well as I'd thought. Java spoiled me on a lot of that, I guess. I've got that figured out, so now things are working again. Hopefully an @ will be moving by tonight.
I took a day off yesterday from coding because I was getting depressed about my lack of progress. It made sense at the time.
And I came up with a title for my game! It's an idea I had a while ago, except I'm adapting it to my current plans. The basic deal is you go up a tower, collecting the magic artifacts in the tower and of course killing stuff. When you reach the top of the tower you unlock the basement to the tower, where there's a demon sealed away. In my original plans, you could just leave with all your treasure at this point. We'll see if that ends up getting in here.
Anyways, I have an @ moving around and not moving through walls, and I'm about to add the allies and monsters and the combat. "About" is kind of vague, but hopefully it will happen by tonight.
Hey Matt, don't give up! Think about two nice features, that you like. Think carefully about how they should be made, and how they could make a nice gameplay. Like "Tower", "Magic Artefacts", "multiple types of magic", "wearable/wieldable things", but keep in mind, that only two must suffice. Then code your walking @ and these two features and make them work. Keep things simple (messagehandling got me in my attempt), and don't underestimate the complexity of a world, where items can lie on the ground, monsters have intelligence, some items too, magic can cast strangest effects, that work delayed, and so on and so on. What i'm trying to say is: plan on something that you think you can finish in half the time left. Maybe simulate soome zen in robotfindskitten (thats a roguelike you should definitely try now, gives the idea how tiny rls can work). But if you make kittenfindsrobot and suceed with that, you owe me a beer, cause i want to do that. I already have an advanced kitten autofinder.
Thanks for the kind words. I plan on continuing to work on this until Sunday. Never give up, never surrender!
I decided to wait on the ai stuff, and I put in field of view. Except now everything is black... I'm not entirely sure why, since the monsters are drawn after the terrain and aren't subject to FOV yet. So my @ should still be visible :|
I fixed the FOV "issue". I don't really get why it didn't work before. I think it has to do with the default colors not automatically being put on the console, or something. Don't really care now that my player can see!
Honestly, looking at my stated goals, I think this is all reasonably doable in the time remaining. I've got homework tonight, but I'll try to get dungeon generation in.
On Mar 11, 9:32 am, Matt_S <mattsullivan14...@gmail.com> wrote:
> Honestly, looking at my stated goals, I think this is all reasonably > doable in the time remaining. I've got homework tonight, but I'll try > to get dungeon generation in.
Shockingly, I didn't actually get dungeon generation in. I'm 90% of the way there; I have my BSP set up, and I know what to do with it, but I haven't put in the code to use it to make rooms.
I think I'm going to have to cut out artifacts and magic(which was probably going to require artifacts), which is a shame because it's something I've always been interested in. So my final game will have a tower with some floors, monsters to fight, and a demon boss at the top. Without magic, I'm not sure if I should implement heal by wait or not. If I do include it, then I need to make sure that the player doesn't just camp around whenever someone gets hurt, since there won't be a food system. If I don't include it, I need to make sure that the player can reasonably avoid injury. Anyways, I will hopefully be able to focus more on making the combat interesting by cutting the scope of what I have to do.
Oh, and I'd better make a title screen. And a victory screen. I've definitely neglected that.
I'm going to go ahead and leave at this point. It was a fun attempt, but ultimately anything I produce in the time remaining would be a tech demo. I've learned a lot from this one attempt, though, and I plan on entering again next year with a framework already made.
Congratulations to the people who finished the challenge!