I really thought I had more time. I thought I had a week to integrate the new Tiled-based map creation tools, and to make a workable combat system. I did not. I am entirely out of time. 7DRL starts tomorrow.
Other Games
Non-MMO games.
7DRL: Building an Engine — Winner.
The last element of the 7DRL engine’s “must haves” — a win condition for the player. With that out of the way, let’s talk about localization, combat, and making the game look a little less like crap.
7DRL: Building an Engine — and it ends.
Working through my checklist of “must have” features for the game.
7DRL: Building an Engine — It Begins
Yesterday I mentioned a few things that were required to be part of any roguelike game engine. Today, I add two of them — an introduction, and a way for the player to be defeated.
7DRL: Building an Engine — Setting the Scope
This weekend, I added weapons, monsters only move when you move, and I added flags to tell if items were identified, cursed, wielded or worn. Each flag multiplies the complexity of the code by at least three times, but it is flags like these that are central to the Roguelike experience. How many flags I choose to implement has a direct correlation to how the game plays… and whether I can finish it at all.