I managed to complete my 7DRL #18. Rainy Day! I reached the final day with a semi-working game, glad to at least had invested quite a bit in advance in content generation, but with a lot of tweaking to do. The first thing I tackled was making sure there was some kind of progression bothContinue reading “Rainy Day – Day 7, Success!”
Category Archives: Devlog
Rainy Day – Day 6
Day 6 I added ranged combat which included refactoring a bit of the game turn flow so that actions didn’t have to have immediate results (so that I could add the ranged attack animations). It was easier than expected due to JavaScript’s async/await combo. Also added healing items, again with some refactoring over the JSRLContinue reading “Rainy Day – Day 6”
RoboLike postmortem 3
This, finally, is the proper “what went right, what went wrong, and anything else you learned” postmortem. You’ll probably need to read the design devlog entry to make much sense of it. What Went Right Working environment Mostly I do my hobby dev on the Linux (technically a dual boot machine, but Windows is very much the secondaryContinue reading “RoboLike postmortem 3”
RoboLike postmortem 2
I want to write a technical postmortem of what went well and what didn’t, but realise a lot of that’s not going to make sense to anyone reading it without some understanding of what the design goals I was aiming for, and spectacularly falling short of. So this is that missing piece. The Idea TheContinue reading “RoboLike postmortem 2”
RoboLike postmortem 1
I’ve been blogging my progress on the game devlog rather than here, but I’m planning on doing a series of postmortems which I’ll duplicate. This first one is a reflection on my take on the project from a personal point of view. Well, I submitted. It was kind of touch-and-go whether I would or notContinue reading “RoboLike postmortem 1”
Rainy Day – Day 5
One first concern was how to make combat more interesting. While I still got to add ranged combat, I thought I could spice up melee combat a bit by adding some of the skills from Rodney (inherited from DrashRL and also permeated the design of some of the classes of Ananias). I added the SlashContinue reading “Rainy Day – Day 5”
Rainy Day – Day 4
I spent some good time thinking on “Innovation”: What was going to set this entry apart from others and bring something new (even if tiny) to the genre? so far it was heading to just being a traditional roguelike with a fancy monochrome display (which is probably hardly an innovation as that’s how these gamesContinue reading “Rainy Day – Day 4”
Rainy Day – Day 3
Following the idea of not having a clear plan and instead just having fun, I continued exploring what I wanted to do with the game. I decided to integrate and adapt the Stygian Abyss level generator (tweaking it for the fixed screen 80×22 levels and the monochrome visuals of the game). Funnily, one of theContinue reading “Rainy Day – Day 3”
Dungeon Tetris
With most of the actual game basics squared away, including dungeon generation, menus, UI and events for game-over and whatnot, its finally tetris time! Last night I implemented the basics, using the SRS rotation algorithm, although I haven’t implemented wall kicks yet and not sure if I will. Wall kicks are where if you attemptContinue reading “Dungeon Tetris”
Rainy Day – Day 2
I felt pretty lost at the end of day 1 and was pretty unsure of what to do. Only at the end of the day I decided I was just going to have fun with this. Changes in the display including using a IBM VGA-like font, and making it bigger. Allow using computer to logContinue reading “Rainy Day – Day 2”