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.
A blog about things. How novel. Talk about games of the console, computer, and table top kind. Add some programing nonsense and some drawing nonsense. Then season with some random stuff not covered, like how I stretched a buck by eating fried flour that day.
Showing posts with label Roguelike. Show all posts
Showing posts with label Roguelike. Show all posts
Saturday, March 9, 2013
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.
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.
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.
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.
Thursday, January 19, 2012
it begins
| <link to music with copy rights here> |
So I've revamped the simple rogue like system and spread it over a few files. Easier for me to chew when working on it though a little confusing with all the windows. Right now no movement and such but my tests show it still works for that. Either way progress.
So for this quick blog on break I'm going to go on about my goals for this Zelda Like Rogue Like which really is only taking inspiration from those games. Probably far too much of it considering the format for my goals. The basic goals that are needed aren't even given any tags. The ones that are have special importance. Milestones are goals that I see as doable and would greatly improve the game so I am going for them. Power Goals are goals that I think are great but would require a lot of work and may be more trouble than they are worth, though I think they're worth a lot.
So first off. Main goal for this game. A package of code that can run with vanilla python 2.7 (which I may even package a striped down version with the game to make sure it runs). Not using the Curses library, while it's a roguelike standard I prefer working on it as a graphical approach even if it is a canvas filled with single character text blocks, it just gives me more options that I may use. Now for the List via special categories.
Zelda List
Screens : Rooms both inside and outside
Screen transition *MILESTONE* : Not just teleportation between doors, screen moves in a zelda like fashion between rooms.
Mobs : Standard
Overworld : The large dungeon between dungeons
Dungeons : The crawl
Tool items : Meat and potato of this game. It revolves more around the "tool items" more than monsters and finding better weapons.
Zelda 2 List
Stats : How large or small I'm not sure
NPCs *POWER GOAL* : And not the vender kind, the ones with random bits of information that could help a player if they get lost, sorta requires towns.
Towns *POWER GOAL* : Where NPCs gather safely and have innae babble
Zelda a link to the past List
Side quests *POWER GOAL* : These technically appear in original Zelda but I remember more little side quests from this game. Get health up and other effects here.
Puzle temples *MILESTONE* : Meat and potatos of game, it'll be hard but it needs to be done. Technically original Zelda had this but in a more prevent you from getting through as you don't have the items that let you move over obstacle way. This is more you need to hit this switch with a boomerang and put a bomb down here and run across room idea.
Own list:
Randomized backstory *POWER GOAL* : I'm not using zelda and I'm not sure where else to get "plot" for. So random list of names and event sequencer could be fun.
"Puzzle" Bosses *POWER GOAL*: I'm not sure where this one started but Bosses being weak to their dungeons item is a common theme.
More to be added at some point or further explained/explored but I think this covers the basics. Only one more thing left
| Please don't sue me Nintendo |
Sunday, October 23, 2011
pretending to be a game bloger
It's been a while but today I have some things to talk about. A little indie game I've come to like called the Binding of Isaac.
Bad MSPaint fanart aside it's a game made by some of the people involved in super meat boy. What this can tell you it carries some pedigree for difficulty and odd humor. For one it's a very gross game by a lot of peoples standards. but we'll get into that in a second first an over view.
You play as Isaac, a little boy who's trapped under his house escaping his mother who hears voices from god telling him to kill her son. For those who don't care about the fluff it's a Zelda like game with a a smashing of roguelike qualities. Controls are simple and I'm told it's reminiscent of smash tv or from my understanding berserk. You move around with one set of controls in carnal direction sand fire independently with other set. You have your main weapon which starts out as tears and upgrades to other things. Your secondary item is something you can pick up through the dungeon and has differnt effects, when used it has to "recharge" which is done by clearing rooms. After that you have bombs and "pick up" items. Pick up items are tarot cards which have unique effects you can learn via name and pills which are unknown at the start but you can find out what they do through experimentation. One last thing I haven't gotten yet is unlockable characters, which as far as I know are just stat and sprite changes for Isaac. You get them through doing some requirements in the game such as getting X amount of hearts or pennies.
So that over with onto why this is roguelike. First all maps are randomly generated. You can't just run through rooms though, you enter a room and you fight to the death with the monsters inside. The pills are the equivalent of other games scrolls, they are random at teh start but you learn what they do through the game through experimentation. Beyond that is one of the neat features in the games, the "items". Items you pick up in a few ways, by defeating a boss,by finding an item room, or sometimes through luck a drop off a special enemy. Items come in two flavors passive upgrades and secondary items which you can only have one of. The passive upgrades modify the look of Isaac while giving bonuses. For instance if you find the mushroom Isaac gets bigger as well as gains more speed and damage. Find the pentagram Isaac gets horns and does more damage, find that with growth hormones and Isaac gets a bit bigger and a lot uglier with even more damage. It gets some very strange combinations. Some are not just statistical, the "bloody Maggie" (I believe name may be wrong) is an option that follows you around while attacking at the same time you do with all your modifiers. No item is preset in this game so the combinations you get may make the game easier, harder, or just plain against your playstyle as you go.
With these items you kill demons, and this is where the game gets a bit gross. The fact that you attack with tears is one thing. Enemies (and maybe even Isaac later items willing) attack with crap, pee, blood, and other such things. You find breakable piles of crap littering the game that may drop items such as keys, bombs, or money. While somewhat Juvenal it gives the game a bit of a weird quirk and that is almost biblical if you read some of the obscure references about demons which fits into the games ideas. Beyond standard enemies you have upgraded palette swaps which drop some items, special enemies, mini boss versions of boss enemies, and of course bosses. All of them are once again randomly generated at the start of the game from a list of them. You won't be fighting Gemmini every time on the first boss room nor will you be fighting loki on the 6th. This adds a lot to replability as sometimes you don't have optimum gear for the boss you're fighting. Though I do believe you can beat the game with tears only if you're insane.
Though while I like this game I have some complaints about it. It took a twist on the zelda idea of attackign in cardinal direction and added movement physics to it. You move up and shoot right, your shot hooks up. So to shoot straight you have to be standing still, moving towards or away from your target. There are a lot of room layouts that do not like you doing anything but shooting staight. On top of that I feel the hit box for Isaacs projectiles are a bit off. I've seen the tears clip through targets on some sides but not other, this gets more confusing when you get things such as "laser tears" which go in a line eminating form a differnt spot on Isaac. Not sure if this is feature or bug but I find it very annoying to not know exactly how my shot is going to leave my charcter and how it's going to hit the target. Overal for 5 bucks it's a fun game. I've dropped a good 5 to 8 hours into it over the past few weeks in half hour binges but still haven't beaten the first time thought. Which brings me to my last thign to say about it.
This is a "roguelike" with multiple endings. The first time through gives you a default ending and after that there is I believe 3 more. This is amusing to me as I've never quite seen this done. I know through some friend beating it once that the floors of the dungeon are increased on more throughways so it may have something to deal with that. Either way I look forward to figuring out how to get them all.
With that I point you up to my bad MSPaint drawings caption. It's the question that the game asks you every time you want to quit. Twisted little feature don't you think?
![]() |
| Do you really want me to die? |
You play as Isaac, a little boy who's trapped under his house escaping his mother who hears voices from god telling him to kill her son. For those who don't care about the fluff it's a Zelda like game with a a smashing of roguelike qualities. Controls are simple and I'm told it's reminiscent of smash tv or from my understanding berserk. You move around with one set of controls in carnal direction sand fire independently with other set. You have your main weapon which starts out as tears and upgrades to other things. Your secondary item is something you can pick up through the dungeon and has differnt effects, when used it has to "recharge" which is done by clearing rooms. After that you have bombs and "pick up" items. Pick up items are tarot cards which have unique effects you can learn via name and pills which are unknown at the start but you can find out what they do through experimentation. One last thing I haven't gotten yet is unlockable characters, which as far as I know are just stat and sprite changes for Isaac. You get them through doing some requirements in the game such as getting X amount of hearts or pennies.
So that over with onto why this is roguelike. First all maps are randomly generated. You can't just run through rooms though, you enter a room and you fight to the death with the monsters inside. The pills are the equivalent of other games scrolls, they are random at teh start but you learn what they do through the game through experimentation. Beyond that is one of the neat features in the games, the "items". Items you pick up in a few ways, by defeating a boss,by finding an item room, or sometimes through luck a drop off a special enemy. Items come in two flavors passive upgrades and secondary items which you can only have one of. The passive upgrades modify the look of Isaac while giving bonuses. For instance if you find the mushroom Isaac gets bigger as well as gains more speed and damage. Find the pentagram Isaac gets horns and does more damage, find that with growth hormones and Isaac gets a bit bigger and a lot uglier with even more damage. It gets some very strange combinations. Some are not just statistical, the "bloody Maggie" (I believe name may be wrong) is an option that follows you around while attacking at the same time you do with all your modifiers. No item is preset in this game so the combinations you get may make the game easier, harder, or just plain against your playstyle as you go.
With these items you kill demons, and this is where the game gets a bit gross. The fact that you attack with tears is one thing. Enemies (and maybe even Isaac later items willing) attack with crap, pee, blood, and other such things. You find breakable piles of crap littering the game that may drop items such as keys, bombs, or money. While somewhat Juvenal it gives the game a bit of a weird quirk and that is almost biblical if you read some of the obscure references about demons which fits into the games ideas. Beyond standard enemies you have upgraded palette swaps which drop some items, special enemies, mini boss versions of boss enemies, and of course bosses. All of them are once again randomly generated at the start of the game from a list of them. You won't be fighting Gemmini every time on the first boss room nor will you be fighting loki on the 6th. This adds a lot to replability as sometimes you don't have optimum gear for the boss you're fighting. Though I do believe you can beat the game with tears only if you're insane.
Though while I like this game I have some complaints about it. It took a twist on the zelda idea of attackign in cardinal direction and added movement physics to it. You move up and shoot right, your shot hooks up. So to shoot straight you have to be standing still, moving towards or away from your target. There are a lot of room layouts that do not like you doing anything but shooting staight. On top of that I feel the hit box for Isaacs projectiles are a bit off. I've seen the tears clip through targets on some sides but not other, this gets more confusing when you get things such as "laser tears" which go in a line eminating form a differnt spot on Isaac. Not sure if this is feature or bug but I find it very annoying to not know exactly how my shot is going to leave my charcter and how it's going to hit the target. Overal for 5 bucks it's a fun game. I've dropped a good 5 to 8 hours into it over the past few weeks in half hour binges but still haven't beaten the first time thought. Which brings me to my last thign to say about it.
This is a "roguelike" with multiple endings. The first time through gives you a default ending and after that there is I believe 3 more. This is amusing to me as I've never quite seen this done. I know through some friend beating it once that the floors of the dungeon are increased on more throughways so it may have something to deal with that. Either way I look forward to figuring out how to get them all.
With that I point you up to my bad MSPaint drawings caption. It's the question that the game asks you every time you want to quit. Twisted little feature don't you think?
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