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7DRL Attempt: Unnamed

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Sherm Pendley

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Mar 7, 2009, 7:48:43 PM3/7/09
to
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.

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

kaw

unread,
Mar 7, 2009, 8:30:09 PM3/7/09
to

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

Sherm Pendley

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Mar 14, 2009, 8:40:44 PM3/14/09
to
Sherm Pendley <spam...@dot-app.org> writes:

> 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.

Sherm Pendley

unread,
Mar 25, 2009, 1:40:42 PM3/25/09
to
Sherm Pendley <spam...@dot-app.org> writes:

> 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.

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