[Game] Goblin Slayer, a roguelike

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Hand-E-Food

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Feb 20, 2014, 10:55:00 PM2/20/14
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Goblin Slayer

Goblins have been raiding settlements across the county.
Someone must put a stop to their attacks.
You have followed a goblin back to what you hope is his lair.
It's time to exterminate every last one of them!



A roguelike game with limited health, no undo, and a semi-random map every time.


Good luck!

onr...@gmail.com

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Feb 21, 2014, 2:09:13 PM2/21/14
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This is surprisingly good for a puzzlescript roguelike (no offense, I'm just not real keen on this type of game, with all the trial-and-error involved). The traps are fairly creative and the graphics are specifically designed so you can just barely see them. Fighting goblins is really annoying until you figure out the mechanics. I gave up after I got crushed by the boulder. I don't know why I was so curious as to what the slightly different floor tiles do, but I was. And I stepped on them.

The graphics do look good though.

Slatero

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Feb 21, 2014, 3:08:03 PM2/21/14
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Good game! Really good, but where is that semi-random map?

Please tell me how You did health bar and camera movement!

Theta_G

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Feb 21, 2014, 10:26:56 PM2/21/14
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I really like the style of this - and the fog of war is definitely something original for a puzzlescript game!

onr...@gmail.com

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Feb 22, 2014, 10:32:30 AM2/22/14
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On Friday, February 21, 2014 1:08:03 PM UTC-7, Slatero wrote:
> Good game! Really good, but where is that semi-random map?
>
> Please tell me how You did health bar and camera movement!

If you'll look at the code,
zoomscreen 9x7
in the prelude makes the screen center on the player with a 9x7 grid.

And the following lines keep the overlay where it should be:

( Move overlay with player )
[ > Player ] [ Heart ] -> [ > Player ] [ > Heart ]
[ > Player ] [ Dim ] -> [ > Player ] [ > Dim ]
[ > Player ] [ Dimmer ] -> [ > Player ] [ > Dimmer ]

Hand-E-Food

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Feb 22, 2014, 7:19:41 PM2/22/14
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On Saturday, February 22, 2014 7:08:03 AM UTC+11, Slatero wrote:
Good game! Really good, but where is that semi-random map?

The room layout doesn't change, but the traps are randomly arranged each game.  Basically you can't map out paths through each room and expect them to work next game.

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