Slime Paradox Development Journal

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Momoka
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Slime Paradox Development Journal

Post by Momoka »

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So, while I haven't given up on learning pixel art, I've decided to make a Rougelike, which is something that comes a bit more easily to me.

Right now, it's at the point where it's a fully functional Roguelike that's pretty boring. I'm going to try to add two or three features a week, and have it ready for release around the time the HotOHR contest ends (not as an entry, I'm just picking that date as a goal for myself).

Hopefully one of these features will justify the title, which I picked just now 'cause it sounded cool. The game is currently being written in python using the libtcodpy library.

Current Features:

Classes: You have 2 options for classes. The KNIGHT has more HP and does more damage. The WITCH has less HP, but more MP. Since there aren't any spells yet, this means the knight is a strictly better choice right now
Items: The only non-magical item in the game is a healing potion that heals a flat five HP.
Monsters: The IMP does literally nothing. It can not hurt you because there's no floor to the damage formula. The OGRE can hit for damage, but nothing else.
Spells: There is currently no way to cast spells from MP. There are, however, scrolls that let you cast spells as one-use items.

Fireball: Hits an tile and does AOE damage to anything in the area, including the player if you're too close.
Lightning Bolt: More powerful single-target spell
Confusion: Causes monsters to move randomly
Devim: Causes monsters to run away from you, doesn't last as long as confuse.

Customization: Every time you level, you get to choose a stat to upgrade.
Progression: You can keep going down floors. Every floor has the same items and monsters, and there is no end.

Near Planned Features (Within two weeks):

* Spells can be learned and cast without scrolls. Witches are better at this
* Classes gain stats naturally, in addition to customization
* Monsters can more powerful at deeper dungeon levels.
* Change the level-up math to be less weird-looking (right now, your XP resets to zero at level up, and the next level xp increases linearly)
* Damage has a floor of 1HP
* Critical hits that more damage.
* Monster ability: Imps can knock items out of your inventory.


Mid-planned features (August)
* A third class. I'm leaning towards "Seer" rather than a generic RPG class, but it's list of abilities in my head is short (it can see more of the map!).
* More distinction between the classes generally
* Inventory and equipment
* A "timer" (i.e., food) to make you keep moving. Possibly related to the titular Slime Paradox?
* Some form of special room, either a shop or a boss fight (more likely a shop)
* Water tiles

Ultimate Goals (before November)
* A final boss and a victory screen.
* Fix the bug where the map generator sometimes makes a map with no way out of the first room

+More, generally. More spells, more monsters, etc. These are my bigger goals, though.
Last edited by Momoka on Wed Jul 18, 2012 6:10 pm, edited 2 times in total.
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Master K
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Post by Master K »

That looks awesome! I've always wanted to work on a rougelike, but the scripting stops me dead in my tracks.
Last edited by Master K on Wed Jul 18, 2012 12:51 pm, edited 1 time in total.
TMC
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Post by TMC »

Cool!

Will it have slimes? Time-paradox attacks? Is it a castle?

You have scrolls and potions, but not an inventory?

By the way, how is the libtcod python wrapper? Last time I looked at them a couple years ago, I thought they were terribly unPythonic, and I planned to create my own better ones. That's really easy to do using Cython.
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Post by BMR »

"Meh, pixel art is too complicated, I'll go and do something easy instead like programming a roguelike."

...

Oh how I do wish I had the programming skills to consider making a roguelike easier than doing pixel art, hehe. My last attempt at making a roguelike died before I ever got to doing combat, hehe.

Best of luck to you with that, looking forward to giving it a play through!
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Post by Mogri »

The Filipino is the only one who can spell the word correctly :zombie:
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Momoka
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Post by Momoka »

TMC wrote:You have scrolls and potions, but not an inventory?
I do have an inventory. I considered that (and random dungeon generation, and basic combat, etc etc etc) do be basic features of a complete game, so I didn't mention them.
TMC wrote:Will it have slimes? Time-paradox attacks? Is it a castle?
I literally came up with the title when posting this thread. Slimes are a given, I guess. Time attacks are something I want to do, to make this game stand out a little from all the million Nethack clones. I didn't even think of Castle Paradox, honestly. Castles are cool. I can always just change the <to> and say you're ascending a castle (Roguelikes use IMAGINATION allowing for LAZYNESS)
TMC wrote:By the way, how is the libtcod python wrapper? Last time I looked at them a couple years ago, I thought they were terribly unPythonic, and I planned to create my own better ones. That's really easy to do using Cython.
Working well enough for me. I don't have a problem with it (though my code is starting to get spaghetti-ish)

BMR wrote:"Meh, pixel art is too complicated, I'll go and do something easy instead like programming a roguelike."
:kamina:

I took Java and Python in college. I really regret not having taken an art class as an elective :(

Programming is easier than pixel art, though. I have no idea what the hell I'm doing in pixel art.
Mogri wrote:The Filipino is the only one who can spell the word correctly :zombie:
No, I'm actually making a Rougelike. It's a makeup simulator

(Stealth edit)
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Post by TMC »

You said "inventory and equipment" was on the goal list though.
Momoka wrote: Time attacks are something I want to do, to make this game stand out a little from all the million Nethack clones.
There are no Nethack clones. :( If it doesn't have kitchen sinks, balls and chains, and rubber hose, then IMO it's not a Nethack clone, it's a Hack clone!
Momoka wrote:Programming is easier than pixel art, though. I have no idea what the hell I'm doing in pixel art.
I don't know... I think they're both hard, and also both easy in ways, but they make you want to throw your computer out of a window to different degrees.
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Post by BMR »

Momoka wrote:I took Java and Python in college. I really regret not having taken an art class as an elective :(
I'm only a self-taught programmer, hehe. I only really know a bit of BASIC, a smattering of C, a pinch of Python, though recently I've had a fling with FreeBasic.

How are you generating the dungeons? Randomly placing rooms and then generating corridors? Or something else?

TMC wrote:There are no Nethack clones. :( If it doesn't have kitchen sinks, balls and chains, and rubber hose, then IMO it's not a Nethack clone, it's a Hack clone!
For some reason, I never really liked Nethack, no idea why. Always preferred ADOM :shrug:
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Post by Bob the Hamster »

BMR wrote:... a pinch of Python...
If you want a larger pinch of python, http://inventwithpython.com/ is fantastic
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Post by BMR »

Hmm, spiffy, I shall give it a looksee!
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Post by Meowskivich »

I like the games of rogue's likeness. Though this appears to look like just plain rogue or even ADOM graphics with a few amusing phrases (OGRE ain't afraid of no you!).
Eh, doesn't stop it from being a good game at least.

I'll have to try it sometime, perhaps. It sounds dandy enough.
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Post by Mogri »

TMC wrote:There are no Nethack clones. :( If it doesn't have kitchen sinks, balls and chains, and rubber hose, then IMO it's not a Nethack clone, it's a Hack clone!
SLASH'EM, AceHack, etc. You could call them variants, but then you could also call Dr. Mario a Tetris variant if you were so inclined.
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Post by TMC »

Yeah, I do -- those variants are still 95+% Nethack, not Nethack clones. I'm not aware of another game with the same 'Dev Team thinks of everything' object interaction complexity (DF has a different kind of complexity... haven't played Crawl though). Actually I'm currently playing Nethack4. I was wondering what hardened Nethack veterans like yourself think of it. I love it, except I'm not happy that swapping weapons is free.
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Post by Mogri »

I ascended in '07 and never looked back! I honestly don't think NetHack is one of the better roguelikes -- too much dependency on spoilers, not enough customization options.
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Post by Momoka »

I've been working on a way to make monsters and items be different at various floors (ultimate goal: at least one new thing every floor).

Right now, though, it's causing nothing to spawn at all, and I don't know why :v:
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