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Post by monokr0me on Feb 11, 2011 5:08:51 GMT
This is a new game I am working on. It is written in GML (Game maker language), and is based off of roguelikes such as Dwarf Fortress: Adventure mode and Nethack. For now, it is ASCII, but I will be incorporating an optional tileset in the future. About v0.0.2In this version, I have created a tech demo showcasing: - Menu
- Tileset toggle
- Very buggy AI
- Basic combat
- Basic item obtainment
- Basic displays
To play this demo, the controls are: Arrow keys: move/fight (bump into enemies to hit them) G: grab items you are standing on Enter: Restart game after death Symbols are: f: food I: sword ×: enemy B: Boss
Download: v0.0.2
Please post questions, comments, suggestions, and bugs below. I also need: Pixel artists Lore writers Level designers assisstant coders Thank you for viewing, and please enjoy the game! Also, my current priorities are: - AI pathfinding [20%]
- Inventory
- World Generation (yep, dungeons will soon be random!)
- Better camera
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Menu Done
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Post by monokr0me on Feb 11, 2011 5:52:17 GMT
[RESERVED FOR ARCHIVE]
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Post by dhoom on Feb 11, 2011 6:28:56 GMT
Pretty basic. I like the sound effects.
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Post by monokr0me on Feb 11, 2011 12:48:36 GMT
Version 0.0.2 is out!This version introduces: - Main Menu
- Toggleable tileset
- Very buggy AI
Download: 0.0.2My next priorities are to fix the AI and add an inventory.
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Post by D_M-01 on Feb 11, 2011 20:16:45 GMT
Excellent start. Mind I give you a few problems and suggestions? Problems: The only problem I had was that after I opened the application, it was impossible to close it without using task manager. Suggestions: Many of these suggestions are of my personal preference, but I feel a number of them will help boost game experience. - A pause button: This does not require any explanation, other than the fact that users might want to take a break without closing the program. Within the pause screen there could be tabs that contain a mini-map of the area, and as you said a list of inventory.
- Colored areas: Colored areas of the ground and the walls could help to signify what the environment is like and what could be found in said areas.
- Multiple images for sprites: As to signify whether they are facing and moving where you press on the directional pad. Makes the game look more polished.
- Larger Boss: Perhaps a boss that will take up to four squares? (By squares I mean spaces where your character can reside in)
Other than that, you are on the right track to a very creative game. I will try to provide more suggestions as you continue updating. EDIT: First Boss attempt.
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Post by monokr0me on Feb 12, 2011 7:41:37 GMT
V0.0.3 RELEASE NOTESThis version does not have items or enemies: It is a test of the level generation. The level will be random every time you start. If your level is unsatisfactory, press esc to go to the menu and try again. Download: V0.0.3
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Post by D_M-01 on Feb 13, 2011 21:59:56 GMT
Do you plan on fixing these gaps? Also, it appears that parts of the walls tend to overlap with the level generator.
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Post by monokr0me on Feb 13, 2011 23:06:55 GMT
The gaps are due to chunks I have not written yet. The generation I currently have is extremely simple, at every gap, there is a generation object, which randomly selects either a new chunk, or a block to end the branch. As I get further into development, this system will be completely remade as it is not really good for anything.
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Post by priok on Feb 13, 2011 23:14:02 GMT
hey, do you think you'll add light ? so that void will actually lead to something, but you just can't see it, if you know what I mean
hey, maybe i can helb you with the graphics, if you need it
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Post by monokr0me on Feb 13, 2011 23:30:08 GMT
Maybe. Also, in regards to level generation: I am studying a script for advanced maze generation, which I will use to create my own variation (I will NOT copy/paste any of the original script!). I am also still looking for lore writers and such.
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Post by QwertyuiopThePie on Feb 14, 2011 3:24:06 GMT
I'll probably write some lore once you've worked out general gameplay, whether or not there's a final boss, sub-bosses, quests or not, etc, etc.
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Post by monokr0me on Feb 14, 2011 22:16:17 GMT
My current plan for gameplay is that there will be a small town with shops and things with an endless, random dungeon next to it. I may expand on the overworld a bit, but the focus of the game will be on the dungeon crawling.
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Post by Elmach on Feb 14, 2011 23:36:45 GMT
I keep getting small maps like this one.
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Post by ~Memzak~ on Feb 18, 2011 20:37:10 GMT
Nice game, is there any reason in 0.03 that the map changes when you select Anscii on and off...
Oh and a friend of mine is making his own rogue-like game, programmed in C++, It's still also in development stages.
I like your sound effects though... (for the attacking of enemies)
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Post by Elmach on Feb 18, 2011 21:41:42 GMT
It is a random level generator.
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Post by ~Memzak~ on Feb 20, 2011 19:11:13 GMT
Oh lol, it was just pure chance that I got the same dungeon twice, I see now. Also... Rift, why don't you try to program it in something other than GML? As GML is very limiting... perhaps C++ or C? (Or Java if you really want, but Java isn't good for roguelikes)
Also, I'd like to see how you're going to make curving paths and linking paths etc.
I look forward to progress on this game.
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Post by GloveParty on Feb 27, 2011 5:03:17 GMT
I think I might be able to write some lore... I dunno if I'll be good enough though. If possible though, I want to write some monster descriptions. Just a few little things.
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Post by ~Memzak~ on Mar 2, 2011 17:18:32 GMT
I'll be able to help here and there, but since a couple days ago, four friends and I started making our own rogue like, programmed in C++. I'll probably make a thread for it here once it gets big enough to be playable, all we have at the moment is a randomized level gen code, a movable player character and randomly generated up and down stairs. (which do nothing at the moment)
Unfortunately, our roguelike will only be in asci until just before final release, at which point in time we'll start making a 32, 64 and possibly a 128 tileset. (we'll probably omit the 128 one in the end)
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