Saturday, March 16, 2013

7day RL completed

7day rogue like Successful.

Appease the god will be up here in windows executable form. If anything else is needed I'll link.

Link to the executable. I'm far too burned out to say more right now. Was interesting.

Appeasing the god.

Monday, March 11, 2013

7 day rl 3rd day

Lots of progress. Have almost all the item types I want in the game, All the enemy mechanics I want, and the gimmick firmly in place. Now comes the horribly filling of content and figuring out how to balance/make this fun. Not much else to say, happily surprised at progress so far.

And a screenshot for giggles



Saturday, March 9, 2013

Alive for the 7day roguelike challenge

Yep I haven't been updating here at all. Though it's an update now.

I'm taking part in the 7day roguelike challnege and am now taking a break. My current game idea is playing with items as progression, no stat ups you're entirely determined by what you picked up, and mazes. The maze part was more recent but I'm just not liking the cave algorithm I've been using. I'm not a fan of items as character mostly due to their random nature hence why I want to try them out.

So far my framework is out, I'm using python and my tkinter roguelike toolkit to actually blit things to the screen right. So far I have 4 enemy AI and am about to try and get in procedural map generation and ye old fog of war.

I'll try and update this daily but odds say that won't happen.

Tuesday, January 29, 2013

Upcoming 7day roguelike

RPG like is getting lots of additions now for abilities which will be a core part of the game. Anything that doesn't use status effects or anything fancy only takes about an hour to set up and bug test. That said I was going to take a break in the upcoming month to make a simple roguelike just to keep my skills sharp and back off from working on rpglike. Thought being that a little break will have me come back with fresh eyes, luckily for me the 7day roguelike challenge is coming up and I think I'll take part in it.

I have a good idea what to do and with that said will be trying to use my current python "engine". Since you're allowed to use toolsets and such I'm going to use it as well otherwise I'll just be reprograming it in a small amount of time. So to prepare I'm going to do the mini roguelike before that to see what breaks on the engine. Actually excited for this, not sure how well I'll do but I'm going to do it.

Friday, January 11, 2013

Slowly chuging out progress

I've missed some update days and have quite a few things to go over. Since I'm horrible at writing up an entrance to this I'll just lazily give a list.

Character abilities :  Characters abilities are no longer linked to stance and class. They are now their own drop down menu in the middle of battle that is selected and changes your current action. This took some rewritting of the battle system but it's going to make putting new things in as easy as making the "attack" function and adding it to the proper lists.

Different wands : Wands are now unique. They no longer just a charge number and a name pulled from a weighted list. Each wand can effectively have unlimited effects as long as they all go off on the target. I even for giggles added a "cursed" trait which forces the target to be the person useing it, not sure how long it'll function like that but I like the idea of cursed items in a roguelike as long as they aren't the anoying sticky ton of penalties kind. Been playing Brogue and listing to some talk about it has really given me ideas on what I want to do with curses but I'll can them if I can't keep the concept intersting.

Status Effects: Coming in static and timed flavors these do various things. All of them work on a tag system that's referenced when the event is called for. Wands mostly prompted the status effect development and the abilities have taken to them for effects from abilities such as a boost to the next attack or a risk on powerful strikes.

Monsters per floor : Finaly got this in here which will allow me to build the dungeons to be different. Old system only cared about what level of depth you were on and made monsters based on that. Other fun things with monsters per floor is that this can change over time. Cause the large predators in some eldritch horror underground cave to disappear? Now you have to deal with a lot more of the poisonous not quite veggie eating pray they ate.

Weapon/armor generation : Weapons like wands were just a number and name before, now they are their own full fledged class with fiddly bits and material components. I plan on allowing some upgrade to weapons of building and refining weapons through a game has more appeal to me than weapon tiers. That said I'll probably still fall into the trap of weapon tiers as that's how the game works right now.