Tuesday, March 7, 2017

Hey, new year new 7drl. Posting a catch up for the first 2 days of the competition.

Day 1:

The day that I actually had the most time, I had the least energy to use. Such is life. Its worrisome, but focusing on it would be just as counter productive at the current time. I got most of the formalization of my ideas done this day, and started a lot of the boiler plate to get working.

Day 2:

Work and parenting ate up most the time for the day, but finished up almost all the boiler plate. Since I'm revamping an engine I was working on for another game, I am fairly ahead systemwise, but going to need to buckle down the rest of the days to keep on schedule.

Friday, March 8, 2013

7DRL is coming this Saturday. My entry is called: "Towers of Klorenth", a game set in a dream tower that has trapped the player in its grasp until they can escape back into their own dreams. I've got a rough plan for time usage, and hopefully I'll be able to keep it! Not too familiar with git, and that's what I'm using to move my code to the repository. Hope that doesn't become an issue.

Schedule is as follows:

       First 2 days: Near all of the basic engine programming needs to be done by this point, if not all of it.

       Third day: Any left over engine work and than starting on content generation.

       Fourth and Fifth day: Content work and balance/fun testing

       Sixth day: Bug tests.


So... that's the rough idea. My lack of preperation is...worrisome, but I've been trying to get better and faster at engine programming, so hopefully that won't cause me to fail like it did last year. Blergh, I'm getting nervous and excited. I've already got one friend who's ducked out, hopefully the other doesn't and we both end up with some finished games!

Thursday, February 28, 2013

7drl upcoming... time to set shit up

So yeah, 7drl 2013 is on its way (3/9/2013), so time to get ready. Going to blog my experiences with it, one as a way to keep motivation... hopefully, and mainly just to have a record of it. Working on a practice one right now... that is far past 7 days lol. Anyways. Set up this blog to let my normal account post on it, so should be good!

Friday, April 22, 2011

Long Absence over. And the return of Build of the Hour

http://www.megaupload.com/?d=QXMABRJQ

Inventory is now saved a bit more properly, and equiping armor works right. Your equiped items are still not saved though, and the remove command is next in line for implimentation. Yes, potions still don't do anything. That'll be fixed tonight.

Anyways, posting this small work before heading to my gainful employment. Oh goodie.

Thursday, April 14, 2011

Build of the day?

New build is not up, but is sorta working. Equipment is sorta there, basic armor and weapons should be possible with current implimentation, and bones for magical/effect-based equipment is there. Saving and loading equiped items and the inventory isn't working totally yet, so waiting on that to be implimented before posting a build of the day for it. Sleep however calls.

http://www.megaupload.com/?d=TFX56LPL

Monday, April 11, 2011

New Game Idea, get!

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.

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.