Game idea I want to write down before I forget it because it sounds interesting.
SpeedrunRL. Essentially a roguelike in which the goal is to traverse your standard roguelike experience, albeit with gated content, in as fast as possible real time. To aid in this goal, several intentional programming "bugs" will be implimented to allow players to "glitch" through doors and walls, hopefully with some skill, to assist in the goal of completing the game in the fastest real time.
Sounds interesting to me, both to play and to program.
Monday, April 11, 2011
Build of the Day - 04/10/2011
http://www.megaupload.com/?d=XGE530WR
Inventory showing is in, along with item spawning. No effects though yet. Barebones for monster inventory is there too.
Inventory showing is in, along with item spawning. No effects though yet. Barebones for monster inventory is there too.
Sunday, April 10, 2011
Build of the Day - 4/09/2011
http://www.megaupload.com/?d=8YZPRQW0
The bones for skills are implimented, along with the barebones of combat. Some of the combat functions will change when equipment get implimented, which honestly shouldn't be too far into the future. Progress is still slow, but hopefully it gets faster or at least keeps being steady.
Oh, and a new command the player can use: @
It shows a simple character sheet for the player.
The bones for skills are implimented, along with the barebones of combat. Some of the combat functions will change when equipment get implimented, which honestly shouldn't be too far into the future. Progress is still slow, but hopefully it gets faster or at least keeps being steady.
Oh, and a new command the player can use: @
It shows a simple character sheet for the player.
Saturday, April 9, 2011
Build of the hour - 4/09/2011 8pm
http://www.megaupload.com/?d=D4K0TQ6S
Combat is represenitive as it can be without equipment, skills and all the monster types.
Combat is represenitive as it can be without equipment, skills and all the monster types.
Thursday, April 7, 2011
Monday, April 4, 2011
Newest Edition, still crappy save/load
http://www.megaupload.com/?d=MH4L1ZWD
Newest version, still poofilled save/load. Just made the code a lot more readable in the load function in the time I had before school. Will write in the save/load of map visability and player x,y tonight hopefully.
Newest version, still poofilled save/load. Just made the code a lot more readable in the load function in the time I had before school. Will write in the save/load of map visability and player x,y tonight hopefully.
Small break
Aite, Been a bit since I posted here. Not much motivation, aside from having a small historical record. Lulz. Anyways. Very rough saving and loading implimented, complete placeholder system. Still needs to actually save visability information and player x,y coords. Working on that tomorrow.
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