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.

Monday, December 24, 2012

Season updates

More progress on the continuation of RPGroguelike. Getting more things set up with a complete overhaul of the internal stat system and the beginning of moving things around to their own modules for my own sanity though not sure how clean it'll be in the end. This mostly was started when my main file hit 4k lines and I was having to use the class viewer and comments to figure out where the code I wanted to work on was. Hopefully it'll stay clean enough for my tastes for a while.

Major updates is status effects somewhat hap haphazardly tacked on and better pick up and equipment systems. Though that isn't much of an upgrade as it was pretty bad before.

Major goal right now is to try and get abilities being gained mid game, enemy abilities, and areas linked to different monsters. Should possibly make a goal sheet for here or something.

Wednesday, December 5, 2012

More progress

Lunch break and coffee breaks are being productive. Continuing to figure out things and expand on rpglike as it's a working model.

Got an Overworld set up and multiple dungeons/towns working. Some minor glitches with that and need to get individual monster encounters in there but it's a very good start. Got a lock puzzle set up so quickly it's leaving me a little sad I with how legend was holding up, but it is giving me ideas on how to generate the puzzle dungeons more effectivly though I have a lot more work I need to do on room generation.

Thursday, November 22, 2012

thanksgiving release RPG Roguelike proof of concept

So I've got something finished and pushed it through py2exe and heres the link

RPG roguelike proof of concept

Its got bugs and even the ending is a bit buggy but it's still my first finished game. Which is sad as it is poorly coded to me at least but it's done. Still I'd like to expand on this idea and this is more of a proof of concept, not going to expand this actual chunk of code but going to probably use it as a basis to make someting more fleshed out. The floor generation could use a sledge hammer on it as it is pretty boring though following original 'rogue' in spirit. Read me is put here just for convenience of filling this out. Also finished before deadline, yay.


RPG roguelike Proof of concept.

run main.exe to play

A simple RPG combat system fitted on top of a very basic roguelike idea. Go through 10 floors to defeat the evil demon lord.

forewarning : This game was more of a steping stone for me to complete a project and learn from the experience. The game probably has more than a few niche bugs that I have not encountered and may never fix. Also the balance is somewhat skewed. Also there are bad jokes in here, the character selection for one.


Character classes

Rogue : A thief who starts with the highest dodge. Rerolls dodge bonus for going first in combat and running away from encounters. Uses cowardly tactics to increase success of dodge rolls.

Fighter : A warrior that starts with the highest hp. Rerolls strength bonus to attacks. Uses tactics to lower a foes chance to dodge or protect an friend by making them harder to hit.

Wizard : A Mage who starts with a wand. Increases damage done with wands. Is able to cast spells that ignore toughness damage reduction and create a shield on self and friends that may completly nullify an attack, this is however unerliable.

Cleric : A man of faith who starts with the most potions. Is able to call down a smite on foes that always hit and heal allies however is not entirely reliable.

Paladin : A man of faith and steel. Rerolls toughness bonus for reducing damage. Has an oath to protect when used on a foe rolls dodge to get in the way of the attack regardless of the target on a friendly target will always intercept the attack.

Peasent : Repressed extra brought into the dungeon, not really a good option doesnt' even have class abilities.

Keys

Battle
Arrow keys - move cusor around
Q Quaff - use a potion on the target to heal.
A/Enter Attack - Attack selected target
Z Zap - use a wand to deliver a massive magical attack at the target
S Stance - change the character to a regular stance
C class stance - use the class stance for class specific abilities.
R Run - run away from battle.

Outside of battle
Arrow key - move character around
S Stats - view stats
P Pick up - pick up an item off the ground and give it to a party member
> Go down stairs - Go down some stairs.
Enter Accept option - used in menus

Sunday, November 18, 2012

Last week rush

Alright RPG Roguelike prototype has had it's map size increased, A minor change added to map generation so it isn't painfully long for most floors, paladins added with working stances, fighter stances added, and initiative now works. So I guess it's time to add bloat features as the floors are actually boring with little on it. Granted the "floors" are simplistic 4x4 grids with rooms and such but I can still try and improve going around them.

Sunday, November 11, 2012

Rise from your grave.

So I have tried things. I am both pleased it works as well as horrified that it works.

With more instinct and less planing I have thrown together a system. I am unsure if I've talked about the "RPG roguelike " on here extensively or not but I have had the idea of a party based roguelike that uses traditional RPG combat. While not very roguelike it was always something I had in mind and so I used the idea as a basis to just throw something together. Bad code practices, no planing of expansion, ad hoc addition of new features, and for no reason it became more complete and better functioning than anything else I planed. Even only really done on a trip to a friends house and done on lunch break but here is some things.

Combat from a more civilized time.
The bread and butter of the game. Guys on the right, enemy on the left. They smack each other until one expires. There isn't much to this, while the stat system is somewhat interesting and different combat is pick an enemy hit enter to hit, force someone to quaff a potion, and maybe zap some wands. A little bit of complex things with classes such as cleric having healing/smiting ability, wizard effectively zapping a smaller wand, and rogue being able to bravely run away. Right now fighter is shafted until I do some thinking on how to just toss in his class feature of making allies harder to hit.

Every roguelike needs that Z key to be very important
Some items scattered about. Nothing to brag about, characters can only have one wand at a time, one piece of armor, and sadly no weapons. I plan on putting weapons in soon but the typical "nothing complicated" philosophy has deterred me from adding it as the state of the game currently works.

Move A'tt for great justice
Rooms are small, whole screen is too small right now. I have a bad testing default that lets me look at code and the game screen at the same time. I want to try for a 4x4 room set up and maybe something that resembles interesting rooms instead of this generic grid. Also fog of war, it's not interesting to explore without a fog of war.

Good, bad, he's the guy who starts with the wand.
I said before 4 classes. Each class has different starting stats that matter less and less as the game goes on but have their own  class stance. Class stances are a cheap cop out instead of having menus during combat but it's seemingly working well. I plan for at least one more class and maybe taking out one joke class I added in to amuse my friends I sent this to.

Current plans for this is to polish up what I have, squash some bugs, add another class and some features, and see if I can push this into an exe format. We'll see if I can get this all done before thanksgiving.