I haven’t given updates over the past few days because I’ve been recovering from having my wisdom teeth removed. Unfortunately, this cut my available time from 7 days to 5 days. 5 days is not a lot of time to make a roguelike.
Still, I’m confident I will finish, although without adding everything I originally wanted. Enough text, it’s time for some screenshots!
Check out all the blue! This is what the second half of the game looks like. In the last screenshot you can see the inventory screen. I’m glad that I was at least able to add an inventory and items this time. Last year’s 7DRL didn’t have a real inventory, only a few weapons that could be swapped out.
All I have left now in my (revised) todo list is finishing the title and endgame screens and menus, finishing the art, and bug-fixing and polishing!
It’s been over 24 hours since I started, and what have I got to show for that time investment? Take a look:Click the images for larger versions.
What’s going on in the game so far? The player can move, and the game world only updates when the player is moving or performing some sort of action (such as shooting). This means that bullets, once fired, will hang in the air and only move when the player does!Currently, I’ve got a very good start. Movement/physics are probably finished, as well as creating/transitioning between floors. I also have the basics of inventory and items done.
I still need to actually create floors that aren’t simply big empty spaces (so, actually generate floors), and more enemies, add items, finish the inventory management, add leveling, create the hud, create the title screen balance the game, and add saving/loading. That’s… actually a lot now that I think about it. Tomorrow I’ll work on the floor generation and add more enemies.
Another year, another challenge! I started working at 3 PM today (CST), which means I’ve used almost 6 of my 168 hours! In that time I’ve done… not much. My roguelike is called “Infinite Energy”, and it’s sc-fi themed. My plan is to make it not necessarily turn-based, but rather only update the game world when the player is moving.
For example, if an enemy shoots at the player, the player can stop and examine the situation, and the bullet will be frozen until the player moves again. The player can in this way sidestep bullets and other threats!
Currently I’m working on the base/structure, so I don’t have any screenshots to share. It should be playable soon though!