One twist that I'm adding is a number of solid shapes randomly placed
around each level that block the baddies' line of sight.
I'm writing this in Objective-C and Cocoa, with the aim of using Cocotron
to produce a Windows version as well. Cocotron is one reason why I'm aiming
for very simple game play; I've never used it beyond simple "hello world"
apps, and I expect to spend some time finding out what parts of Cocoa it
supports, and what parts it doesn't.
sherm--
--
My blog: http://shermspace.blogspot.com
Cocoa programming in Perl: http://camelbones.sourceforge.net
Cool, good luck! I just played a game of Robots today, in fact -- it's
a nice
little concept for a game, and one that might very well be improved by
a
few more tactical options for the player and perhaps a little less
inevitable
death.
-kaw
> Officially throwing my hat into the ring. The general idea of my RL is a
> based on the classic game variously called Daleks, Robots, or Zombies.
> The @ starts on a field surrounded by bad guys, who mindlessly take one
> step towards it each turn. The baddies are fatal to each other, and the
> game play consists of finding creative ways to get them to run into one
> another, or into land mines, until all of them are dead.
>
> One twist that I'm adding is a number of solid shapes randomly placed
> around each level that block the baddies' line of sight.
OK, even accounting for the daylight saving time change, I have only a few
minutes to go, with basically no gameplay finished. Time to throw in the
proverbial towel. I found myself way short on time this week, and only
managed to work on this for a couple of hours yesterday evening, and all
day today - maybe 12 hours total.
I got an @ onscreen, walking around with the numeric keypad and running
into the edge of the map, and a bunch of random "H"'s (which were supposed
to be humans to rescue). On exit, it saves the position of the @, but not
of the H's. The @ walks right through the H's, and there are no robots to
dodge.
As a game, it's a failure.
> I'm writing this in Objective-C and Cocoa, with the aim of using Cocotron
> to produce a Windows version as well.
One bit of good news - as a learning exercise and tech demo, it's a success.
Both Mac and Windows versions use Objective-C and Cocoa, without a single
#ifdef to be found. I was pleasantly surprised to find that Cocotron even
supports nib files on Windows!
For the curious, I've uploaded a universal binary for Mac OS X 10.4+:
<http://two-guys-from-nowhere.com/BotAttack/BotAttack.app.zip>
An .msi installer for the Windows binary:
<http://two-guys-from-nowhere.com/BotAttack/BotAttack.msi>
And, a zip file with the source directory and Xcode project:
<http://two-guys-from-nowhere.com/BotAttack/BotAttack-src.zip>
I intend to keep working on this - I *really* like the idea of using Cocoa
and Objective-C to write portable apps.
> I got an @ onscreen, walking around with the numeric keypad and running
> into the edge of the map, and a bunch of random "H"'s (which were supposed
> to be humans to rescue). On exit, it saves the position of the @, but not
> of the H's. The @ walks right through the H's, and there are no robots to
> dodge.
...
> For the curious, I've uploaded a universal binary for Mac OS X 10.4+:
> <http://two-guys-from-nowhere.com/BotAttack/BotAttack.app.zip>
>
> An .msi installer for the Windows binary:
> <http://two-guys-from-nowhere.com/BotAttack/BotAttack.msi>
Development continues. This may turn into a 7WRL instead of a 7DRL - but
I don't give up easily. :-)
In the latest version - still at the above URLs - the "h"umans wander in
random directions around the map. You can rescue them, and if you rescue
all of them, you advance to a new level with more of them. Also, you can
teleport the "@" to a random map location with the "t" key.
I'm pushing the boundaries of the traditional RL interface. All of the map
pieces are represented by letters, and the gameplay is turn-based. But,
the map view is an animated GUI rather than a terminal or terminal-like
window, which allows for some interesting effects.
For example, to avoid the "where the f**k did I land?" problem I have with
teleporting in many roguelikes, I added a "blur" effect and a swirl graphic
that draws the player's eyes right to the landing point.