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Posted: Sun Mar 09, 2014 12:24 am
by Jack
SparElric wrote:Oh hey! That looks much brighter now! I also like how the buildings are outlined like the sprites are. It makes the whole style of the game more consistent.
I was initially against outlining anything. Funny that I've got to this point, but yeah, it certainly looks better.
This reminds me of Mother 3. I am happy with how that looks.
Happy to hear you think that. Taking a lot of inspiration from the Mother series.
Does... does that dude have a bag in his head instead of a mask?
Pantyhose to be more precise. ;)

Posted: Sun Mar 09, 2014 3:17 am
by Mogri
I'm attempting an entry in the 7DRL competition this year. It's largely Your Average Roguelike, but the twist is that when you die, you restart the game as the monster who killed you. Each monster has its own distinct abilities, so if you're having a hard time, just let something new kill you.

I have the graphics finished (barring any late additions to the bestiary) and a good chunk of the UI, and it's only day 1. Just the hard stuff left.

Image

Extremely pleased with most of these monsters, and I'm not going to redo the others at this point. My wife is a big fan of the "kangaroo dragon."

Image

Coming soon!

Posted: Sun Mar 09, 2014 3:51 am
by Meowskivich
should totally be a bonus ending for beating the game as the starter rouge

Posted: Sun Mar 09, 2014 4:30 am
by Mogri
Meowskivich wrote:should totally be a bonus ending for beating the game as the starter rouge
You are not the first person to suggest this.

Rogue probably isn't the worst form -- zombie is strictly worse until you've found three health potions -- but it's the only one that doesn't benefit from succession bonuses at the lower difficulty levels. Maybe I'll give a unique ending text for each species.

Posted: Sun Mar 09, 2014 6:11 am
by Mogri
Here is the game after Day 1.

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Tomorrow, the monsters go in the dungeon.

Posted: Mon Mar 10, 2014 3:29 am
by Mogri
Image
Monsters and items. You can't do anything with them yet.

(Now with the correct screenshot)

Posted: Mon Mar 10, 2014 4:19 am
by Jack
I think you mean Image

Posted: Mon Mar 10, 2014 5:35 am
by TMC
Looks nice! Is it going to be entirely client side js?

Gosh, the 7drl challenge seems to get more popular every year...

Posted: Mon Mar 10, 2014 7:21 am
by Mogri
TMC wrote:Looks nice! Is it going to be entirely client side js?
Yes, as with Brood.

7DRL got some extra press this year with the addition of the Procedural Death Jam. Anything eligible for 7DRL is eligible for PDJ, though the reverse may not be true.

Succession is semi-notable for (perhaps foolishly) not reusing any code. I discovered after I'd started that there's an extensive roguelike library written in JS that supports console as well as tiles.

Here's the final day 2 screenshot:
Image

There should be 12 potions on this dungeon floor, so something is seemingly wrong with the potion generation.

Posted: Mon Mar 10, 2014 7:56 am
by RMSephy
I think it's funny for the game to have the word "Success" in its title. With most roguelikes I'm much more accustomed to failure than success. Maybe the game is about a succession of failures?

Posted: Mon Mar 10, 2014 9:26 am
by Diretooth
I think it's more of a succession of monsters that replace you.

Posted: Mon Mar 10, 2014 9:57 am
by TMC
Well yes, death is failure is rebirth as a monster.
Mogri wrote:
TMC wrote:Looks nice! Is it going to be entirely client side js?
Yes, as with Brood.
High score table??

There are lots of JS RLs and from the sounds of it plenty of code available out there.

Sort of interesting walls you've got. I've got a suggestion for improving the FOV (after wasting quite a bit of time lighting 2 tile high walls in Carcere Vicis and only fixing it completely today): Treat bottom wall tiles as transparent. If the bottom tile of a wall is lit, then light the top tile too if there is one. If light falls on the top tile, don't reveal it. (You might have to scrap that last bit though due to differences in your game.)

Posted: Tue Mar 11, 2014 12:36 am
by Mogri
TMC wrote:High score table??
I could make a client-side high score table...

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Potions and killing things. Next step is to make things kill you back.

Posted: Tue Mar 11, 2014 1:39 am
by Meowskivich
But that would make things hard D:

Posted: Tue Mar 11, 2014 6:40 am
by Mogri
Rudimentary monster AI is working, and so is...

Image

Succession.

Needs a little more pizazz, but it's there.

Hoping to have the game ready for testing by EOD Wednesday.