devblog + roguelikes + giant robots

2012 7-Day Roguelike Challenge has begun, follow my progress here:
http://heroicfisticuffs.blogspot.com/
More info on the 7DRL challenge (and tons of other people’s posts) are here: http://7drl.org

2012 7-Day Roguelike Challenge has begun, follow my progress here:

http://heroicfisticuffs.blogspot.com/

More info on the 7DRL challenge (and tons of other people’s posts) are here: http://7drl.org

Comments

I quite rather like blogger, actually!

Comments

Text

Last day. I’d call GROGue a qualified ‘successful failure’. Failure in that it’s not actually a “real game”. But success in that I’ve proven to myself that the general UI is fun and coding in javascript is very fast and extremely rewarding. 

If you have comments/bugs/etc I’d love to hear it, drop me a line in the comments or e-mail me: heroic DOT fisticuffs AT gmail DOT com. Cheers!

version 0.11:

http://www.heroicfisticuffs.com/grogue/

Comments

Treasure Chests (containers) and better mouseover UI.

Treasure Chests (containers) and better mouseover UI.

Comments

Grogue - 11DRL - Day 9 (Update #1)

WASD - Movement

SPACE - Automatically reload or Pickup item

Inventory - Click to equip/ready, shift-click to drop

Combat - Click to shoot, melee to bump, shift-click to throw

Comments

Text

Not sure how I lost a day somewhere… I blame eggnog.

GROGue is looking a lot like a ‘real’ game now. I simplified the UI and it feels fun to me. Since the pistols are all ‘one shot’ weapons I wanted a non-cumbersome way of just grabbing pistols and firing them off. So every time you fire a pistol, the hero will automatically grab and wield a freshly loaded one from your inventory. This way you can just click-click-click and fire off three shots in a row. Then move in close for some sword-work.

I’m using spacebar as a generic ‘action’ button. If you have any unloaded weapons, hitting spacebar will spend a turn to reload them (starting with the one in your hand). It’s also used to pick stuff up off the ground.

Up next:

  • multiple levels
  • more monsters
  • better weapon descriptions
  • containers / chests
  • more alcohol!
  • and maybe get around to that whole ‘crafting’ thing…

Comments

Text

No update on day five, but lots of progress on day six:

New Features:

  • Crude AI + monster ‘awareness’
  • Field of View
  • Equipment slots (blade + pistol only, for now)
  • blood splatter (seriously had to remember how to do trig)
  • sound effects! (thanks to  http://www.bfxr.net/)
  • invisibility (mostly for testing)

Next steps:

  • better level generator
  • at least a somewhat rudimentary story
  • better/more monsters
  • pistol accuracy (harder to hit from far away)
  • pistol reloading / swapping (pirates carry around tons of pistols)
  • maybe some exploding barrels of gunpowder??
  • uh.. doors

seems pretty easy, right??

You can play the current day-six version only in Chrome (!!) here: http://www.heroicfisticuffs.com/grogue/

(Wasn’t working on my firefox.. haven’t checked any other browsers yet)

Controls:

  • WASD - move
  • space - pick up item
  • click on an inventory item (pistol, blade) to equip
  • shift-click on an inventory item to drop (1 item per tile)
  • click on a monkey (m) to shoot it
  • press ‘f’ to toggle invisible-mode (monkies can move diagonal and surround you quickly)

Comments

Text

Day four!

Dynamic PNG/Canvas coloring, scrolling levels, basic inventory, dropping. Working on equipping items, just weapons for now: blade, pistol.

Leaning towards a WASD + mouse interface. The fewer buttons the better. Melee bump to use your blade, click on the map to fire your weapons. Space bar will do the ‘most obvious’ action, reload a weapon, pick up something off the ground, etc.

Comments

Text

Still not much to look at but tons of learning about Canvas and transparency and compositioning.

Comments

Text

Obligatory @-walking-around-the-screen.

Surprisingly simple in javascript. Almost no graphical overhead to worry about with canvas.

Comments