Posts from the ‘Uncategorized’ Category

Synthesizer End of Day 4

<img src=”http://i.imgur.com/NxlxM3g.png&#8221; alt=”Moop approaches!” />

Pleased with the work done today. A _lot_ of bugs and coding done, starting off with making the “effect” class and collection then a mob class and collection, then drawing the timegrid, showing which effects are in play, the hp of player and monsters, and most importantly showing the beats of who gets to act when in a step sequencer kind of a way.

The main thing done today was the actual Time Engine, which sounds very H.G.Wells. Basically it just handles letting every actor act when they are supposed to. Yesterday the mobs were just statically drawn on the map, as were effects and all you could do is walk around and pick up patches (powerupus) (and it used makeshift old style rl turns). Today the effects move about it as you move and everything is precisely controlled by the beat, and the mobs are real entities that can easily be made to move tomorrow.

The way the turns work is like this. In the timegrid you can see going across are 16 beats. The leftmost one represents the current turn and each one to the right after that is one turn in the future. Going down we have different actors: first the player, then up to 4 effects (coloured squares that provide an effect if standing on them), then mobs. On the current turn we first see if the player can move, and if he can we wait for him, then we see if the effects can move, then the mobs.

The player is set to move once every 4 turns; effects are random from 1 (every turn they move) to 8; mobs are set by their type so skeleton type things are fast fighters and move more often than big heavy things. Mobs and effects are offset by a random amount to make it more interesting but the player always starts with his act on the first beat: act no no no act no no no etc.

If the player using wait advanced him to his next beat it would be a bit dull and his attacks would not vary much, as the wave you can see at the top controls your damage. You would always be going forward 4 steps each time. So what happens is that wait moves you forward 1 beat only and then you can take your turn again, i.e. your turns look like “act no no no act no no no”- you hit wait and then instead of sitting out for this turn and the next three and then getting to act again, it moves the beat forward by one and it’s “act no no no act no no no” again.

I’m quite sanguine about this game getting finished, where I was doubtful earlier in the week.

Synthesizer End of Day 3

<img src=”http://i.imgur.com/d1WCTdm.png&#8221; alt=”moop is sick bear” />

I has an illness, somewhat slowing down day 3.

Got the in-game synths working fully, gameplay-wise, drawing their waves and controls on screen and adjusting the waves according to the “patches” (powerups) you pick up. Added a sound sample of dials being turned that I like a lot and found a procedural audio system to add to the game (usfxr).

I think I can do this if I don’t slack off again and don’t feel sick again.

Synthesizer day 2

moop is still bear

Didn’t get as much today as I would have liked. I chopped out all the code from my base unity roguelike engine that I didn’t need like FOV and lighting and such and printed some game things where they are supposed to go on the main board. Wasted a lot of time humming and ha-ing about exactly how many items, mobs and walls to have. The board seemed very small (8×8).

Link for full size image: http://i.imgur.com/GQinmTB.png

7DRL 2015 “Synthesizer” End of Day 1

Main screen turn on.

Started at 9pm on Saturday. Drew all art assets for game. Took all day! Literally all of 16 hours minus about 2 hours combined meal times.

Part of what took a long time was the fiddly nature of the controls I was drawing, plus having to fit everything on the screen was hard, and note down all the positions of everything and draw controls in various positions. I was making game design decisions as part of designing the screen. There are some sprites not shown on the picture, which is just the main screen before you have started playing.

Link to see full size image if it’s not behaving itself: http://i.imgur.com/YR1C39x.png

7DRL 2014: Sucker: LP of finished game. (tziken win!)

I did a Let’s Play of my own game. It’s in 2 parts as I got interrupted, but it’s the same run.

There are 10 levels and on each level you can optionally rescue Princess Broom, which I didn’t do very much. On the last level you just exit the level to claim “normal win”, but if you exit with the Golden Tziken that’s a “tziken win”. I actually made it but I was pretty scared at the end.

What I discovered:

My game is pretty easy actually. Once you know what you’re doing you will probably only die if you either make a mistake by rushing or pressing the wrong button, or you get kind of ambushed by enemies round a corner. Once you have gone past 100 turns and the rabbits start gating in though it’s kind of down to the RNG how many you get over time and if the rabbit gate is near the exit you need to leave through. You can make things more challenging by making it a necessity to rescue Broom on each level which means you have to hunt around for the second key and take more chances.

7DRL 2014: Sucker day 7 and “suck”sess.

http://7drl.org/wp-content/uploads/2014/03/sucker-7drl-version.zip

RUNNING THE GAME WARNING: Looks like despite my not-so-best efforts you will need to download the microsoft visual studio 2013 redistributable:
http://www.microsoft.com/en-gb/download/details.aspx?id=40784
Sorry about that. Anyone running modern games from e.g. steam on the pc should already have them installed so try the game first to see if it works.

Very tired now.

Added on last day: Imps dropping fire when killed; a variety of fire features, extra space rabbits gating in and shooting you, volume control for music and sound effects (F1-F4 in game), options are saved for sound levels, fullscreen/windowed, resolution and defined keys.

7DRL 2014: Sucker Day 5

You can now blow mobs out of your vacuum weapon at other mobs to kill them (unless they are right next to you). Mobs now get a ! icon when they notice you and then they start to ruthlessly A* to your ass and beat it and you can die. (In the video it looks like I have one heart left when I die because it didn’t update the screen).

Independent Entity Princess Spacealina Broom can be rescued from the broom cupboard and he (sic) walks around doing a whole lot of not very much. Maybe he thinks he’s a gelatinous cueb.

2 days left, a fair bit of things to do to even be able to call this a success but I’m confident.

7DRL 2014: Sucker Day 4

Day started with hours wasted fixing something I broke trying to make the code neater.

Added sucking stuff into vacuum. Took me way longer than it should have done. Like a man with chronic constipation I was lying on my bed trying to work it out with a pencil.

Added mob corpses.

Couple of sprite tweaks and other code rejiggles.

7DRL 2014: “Sucker” End of Day 3

Lots of coding. Items now in which you can pick up. You can unlock the broom cupboard and the exit. Different random mobs are there and you can even 1 hit kill them if you find a sword.

Items on 1 level: 10 gold, 5 gems, 2 keys and 3 random items from the pool: (batteries, shield, stopwatach, sword, medpack, junk) (can be dupes).

Some new sprites and some changes to existing ones. Got the mechanics of the game totally straight now I think. (There were some vague – “what will happen if you do X” scenarios before).

Bonus video of sword action and “Cartman impression”

7drl 2014: “Sucker”: End of Day 2

Here’s a new video showing progress after day 2 on Sucker: my #7DRL Spoiler: sound!

I worked for a long time yesterday but didn’t seem to get that much done. I added the music and sound although the provision for playing the sounds was already mostly there in the code.

I drew a few new sprites that I needed, mainly for the UI.

I added a new “player is stealthed” outline sprite and made it appear when you’re totally in the dark (a place in which I find myself quite often – wow hahaha, much droll).

I rearranged a lot of the code to make it easier to work with and because it was annoying me.

Not much to show for today’s long hours though since most of the sprites were made yesterday and there no new ACTUAL GAMEPLAY.

Starting day 3 now. Beginning to get more nervous about not finishing.