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!
Showing posts with label Project Launch. Show all posts
Showing posts with label Project Launch. Show all posts
Friday, March 8, 2013
Friday, March 11, 2011
Practice Roguelike Started!
Been working on a roguelike-lite to practice and learn python in. Been doing well, but worried I might be just typing in a tutorial and not understanding it, you know? Meh. Anyways, I'll post some specs on the goals of it here later, but for know here's the latest versions of it.
Having trouble getting google.code to work as a depository, so for now megaupload go.
http://www.megaupload.com/?d=HG2FH8TX
Some of the goals for it:
1. Day and Night cycle that actually matters
2. A travelable overworld.
3. "Mysterious" and uncertain magic system
4. Low fantasy feel.
5. Exciting combat!
6. Skill based devolpment.
7. Skill devolpment rewards actual use of said skills.
8. Randomly created dungeons and dungeonlike features (ruins, cities, whatnot)
9. Defined End/Win condition.
As for what its got so far:
1. Bump and attack combat. Wee. Will be changed.
2. Almost no stats! Definately going to be changed.
3. Beginner random dungeon designer. 1 level only. Buuuu.
4. 2 monsters. Neither of which is terribly threatning by themselves.
5. No items, stairs, spells, skills, or abilities whatsoever! Yeah, changing.
6. No way to win, but you can die.
Having trouble getting google.code to work as a depository, so for now megaupload go.
http://www.megaupload.com/?d=HG2FH8TX
Some of the goals for it:
1. Day and Night cycle that actually matters
2. A travelable overworld.
3. "Mysterious" and uncertain magic system
4. Low fantasy feel.
5. Exciting combat!
6. Skill based devolpment.
7. Skill devolpment rewards actual use of said skills.
8. Randomly created dungeons and dungeonlike features (ruins, cities, whatnot)
9. Defined End/Win condition.
As for what its got so far:
1. Bump and attack combat. Wee. Will be changed.
2. Almost no stats! Definately going to be changed.
3. Beginner random dungeon designer. 1 level only. Buuuu.
4. 2 monsters. Neither of which is terribly threatning by themselves.
5. No items, stairs, spells, skills, or abilities whatsoever! Yeah, changing.
6. No way to win, but you can die.
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