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AppGameKit/AppGameKit Studio Showcase / [WIP] The Well Of Enchantments - 7DRL 2012

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IBOL
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Posted: 8th Mar 2012 04:49 Edited at: 25th Mar 2012 07:16
OK, so here is the POST-7DRL version,
with lots of little fixes:
https://forumfiles.thegamecreators.com/download/2330013
(added A,S,Q controls, see below)

i'm going to use this thread as my dev blog for 7drl 2012
a challenge to write a complete rogue-like game in 7 days (168 hours!)
[edit]i declare my official start saturday 03/10 at noon!
so i have to be done by next saturday at noon...[/edit]
[edit]
well, it's over and i did it!
Download the full 7DRL version here
[/edit]

video:
http://youtu.be/T0n7QIi5Ptg

CONTROLS:
X - examine inventory item
C - consume (eat or drink something that is edible)
Z - Zap . activate the zap power of anything with a 'charge'. random chance of item "crumbling to dust"
R - Read. read anything with a magical inscription. reading destroys item
P - Put On. wear something as armor. most things can be worn.
W - wield. use something as a weapon. anything can be a weapon.
weapons can break.
D - Drop. drop something you're carrying.
. or 5 - REST. heal, reduce bad effects. using nutrition faster.
M - toggle "RunMode". 0=every move requires a keystroke. 1=can hold down key unless too close to monster or known trap
2=can always run.
S - toggle "Slow Message". 0=no wait for new messages, 1=pause for each message.
A/E - show "All Effects" that you have learned. flavors, inscriptions, charges, glows.
Q - quit. X to confirm.
arrow keys - move (also yuhjklbn)

MOUSE CONTROLS:
click on an inventory item to see its properties (same as [X])
click near player icon to move in that direction.
mouse required to target some "zaps".

=================================================================
The Well Of Enchantments is a magical place where all
spells that backfire or miss their targets end up.
also found here are magical items that slip through the cracks,
powers that are removed from items, and even some things
that are sacrificed on altars.

as a result, it is littered with a very strange assortment of magical items.
of course there is an equally deadly assortment of monsters to deal with!
=================================================================

the inspiration for the game comes from the idea on an item superclass
basically, all kinds of items, potions, scrolls, swords, wands, etc. use the same data type.
hence anything can do anything, and probably will...

so what is a rogue-like?
http://en.wikipedia.org/wiki/Roguelike

here is my entry from last year, Destiny of Heroes, done in dark basic pro:
http://forum.thegamecreators.com/?m=forum_view&t=182612&b=8

i've done a lot of design work over the last week, and am ready!

Here's a link to the success/failure announcement board
so you can see lots of other 7drl's

baxslash
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Posted: 8th Mar 2012 13:46
Good luck IBOL! If you have any questions re:AGK then post them here and I'll try to point you in the right direction. I'll watch this thread.

Might have to go and watch my baby getting delivered at some point over this period but I'll help if / when I can!

IBOL
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Posted: 8th Mar 2012 15:16
wow hey congratulations! i remember everything pretty clearly when my daughter was born 2 1/2 yrs ago. good for you!

baxslash
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Posted: 8th Mar 2012 15:27
Thanks this is my third. I'm a sucker for punishment

IBOL
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Posted: 10th Mar 2012 17:59
ok so i am officially starting at noon on saturday.
i've had my coffee, and will stretch for a minute,
then start The Well Of Enchantments!

DVader
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Posted: 11th Mar 2012 04:04
Good luck, I assume you plan on sleeping between now and friday. ;p

IBOL
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Posted: 11th Mar 2012 08:15
http://www.youtube.com/watch?v=8g2sMkq9EJM&feature=youtu.be

video of my day one progress.
basic map generation, line of sight (light and shadow),
basic screen layout , image and data loading.

lots left to do, but fair progress for 13 hours

IBOL
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Posted: 11th Mar 2012 22:37 Edited at: 12th Mar 2012 19:29
ok, so i've barely had 3 hours today, and i still have to go to work! started item generation today.
i should mention that along with enchantments,
there are also
a lot of sandwiches in this world...
.
.
.


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IBOL
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Posted: 12th Mar 2012 08:23
day 2 is now over i decided to shrink the sprites and fit more on the screen.
got my item generation mostly done, but they don't get put in the dungeon or anything.
tomorrow i will try to get monsters into the dungeon.

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baxslash
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Posted: 12th Mar 2012 15:13
Looks great IBOL! Keep it up sir, you're doing really well

kamac
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Posted: 12th Mar 2012 15:59 Edited at: 15th Apr 2012 12:47
It's a great idea to have an idea and to give yourself one week to finish it.

I will have to do that too sometimes when I have the time. That would probably make me release some game!

IBOL
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Posted: 12th Mar 2012 19:31 Edited at: 12th Mar 2012 19:51
yep, of course i had a week to *plan*,
and spending time on *design* before actually programming
is a great help.
i love to rush headlong into things,
but a more structured approach does seem to actually work better

2 hours of day 3 i have monsters and items spawning in the dungeon.
will have more time soon, to make items get picked up.

[edit] well, it's 20 minutes later, and you can pick up items.
you can't *do* anything with them yet, but you can get'em![/edit]

kamac
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Posted: 12th Mar 2012 22:15 Edited at: 15th Apr 2012 12:47
You could drop us some video when you're ready

That'd explain your idea to the others. Eventually post more screenshots in the main post!

IBOL
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Posted: 13th Mar 2012 08:11 Edited at: 13th Mar 2012 08:14
i posted this video on day 1:
[href]http://www.youtube.com/watch?v=8g2sMkq9EJM&feature=youtu.be
[/href]
i feel so pressed for time , there's no way i want to spend time making a movie right now, but i will...

Progress:
- item pick-up and drop
- spawn monsters
- you can kill monsters
- looking at item properties
- display character stats
- message system
- ability to wield (equip) weapons
- able to Put On armor

my day 3 is about over, and i've got this killer ham sandwich:


red fang and chevelle are getting me through. oh yeah, and coffee!
thanks to wife and daughter for working with me!

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IBOL
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Posted: 15th Mar 2012 08:45
ok, so day 4 and 5 are over.

- monsters now move and can attack you or run away if hurt.
- monsters inflict special damage, like poison, blind, stun, etc.
- you can use most kinds of items (read,zap,consume,wield,put on)
- items can have curses, like soft armor or hunger.
- wands work.
- if you equip a pick, you can dig thru walls!
- there are hidden traps that you can find, or be hurt by.
- there are 'portals' that are like instant staircases, and they lead to the next dungeon level.
- added gold and gems
- added orbs on the deeper levels that will eventually allow you to return home (win!)

so i still have 2 days left.
next i'm going to add more dungeon generation functions.
i only have the one right now...

good luck all,
it's almost over (for some of us)

IBOL
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Posted: 16th Mar 2012 09:11 Edited at: 16th Mar 2012 09:13
day 6 is over.
- finished item powers
- got a few simple commands
- use the mouse to identify things on the map (monster, terrain, treasure)
- added some new dungeon generation functions (took a really long time...)
that's really it, and i spent hours and hours on it.

friday is my last day to work on the game,
and i have really lost a lot of sleep.
still feel good though.

attached is a pic with the player surrounded by the 'moss crab' , a level 1 breeder. you can also see a sword, some boots,
and in the inventory you can see that the player has a 'cursed grilled cheese sandwich'!

friday's plan is to make it a finished game.
beginning, ending, save/load, maybe try to balance some.
also a menu with a few settings maybe
...
.
.


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RickV
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Posted: 17th Mar 2012 01:40
This looks great! I can a lot of old school gamers playing!

Good luck.

Rick

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TGC Team
IBOL
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Posted: 17th Mar 2012 10:19 Edited at: 17th Mar 2012 10:20
omg, i'm finished.
complete game in 7 days.
(i did an asteroids clone in 8 hours once, but this is a little more involved...)

i think i accomplished everything i set out to do.
i am now going to go to SLEEP.

download the finished game here

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DVader
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Posted: 17th Mar 2012 10:30
Congrats! Downloading now..

IBOL
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Posted: 17th Mar 2012 10:35
i can't believe anyone else is awake.
oh, wait the web is world wide, isn't it? )
thanks dvader,
let me know how it runs, and how you like it / what you would change, etc.

IBOL
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Posted: 17th Mar 2012 17:58 Edited at: 17th Mar 2012 17:58
ok, 1158am saturday. still should be legal. version with tuned monsters.
https://forumfiles.thegamecreators.com/download/2327169

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IBOL
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Posted: 17th Mar 2012 22:20 Edited at: 18th Mar 2012 03:26
here's a little taste of the monsters, one from each dungeon level.
(there are a total of 22)



i should mention that none of this artwork is completely original.
though i modified many images, almost all source material is taken
from the famous roguelike tileset by David Gervais.
a few are from others like the nethack or dungeon crawl tilesets.

having this artistic material freely available is really great for
someone like me, with very little digital drawing skill,
so thanks!

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kamac
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Posted: 17th Mar 2012 23:08 Edited at: 15th Apr 2012 12:46
Lovely graphics

IBOL
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Posted: 21st Mar 2012 21:09
just about ready to put out a post-7drl version with
lots of little playability changes, like color-coded inventory,
and a screen that shows all the efffects you've learned so far.

IBOL
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Posted: 24th Mar 2012 07:17
ok, so here is a new version, one week later.
most of the changes are to improve general playabilty,
color coding inventory, fixing little bugs, etc.
there is lots of monster balancing also, but steely eyes (level 3)
are still very difficult... travel slowly there...

if anyone wants to play the game for "fun" , this is the version
i would recommend. it has no crashing bugs that i know of.

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IBOL
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Posted: 13th Apr 2012 17:26
could i get some feedback on the interface?
especially on the "post 7drl" version of the game.

like is it easy, hard, terrible, to use, or look at,
is in intuitive, or not at all?

thanks.

DVader
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Posted: 14th Apr 2012 16:31
Hi, I've only tried the original finished version you put up after the compo. I'm downloading the new one now.
Off the bat, I am not really a big fan of these sort of games generally, even in the Spectrum days. Perhaps "Oh, Mummy!" put me off. The cover promised so much, but the game was well, pretty bad.
Still, this is a lot better than that was. I didn't get very far though, indeed I am not sure exactly what I am supposed to do (As I said I don't tend to play these games much). I ran about and collected stuff, killed a few monsters and tried to find whatever I was supposed to find to exit. I then picked up a cursed helmet of transporting and all went downhill. I couldn't work out how to drop it or destroy it, as when clicking it's name on the right hand side, it only gave options to consume?!! Or, zap. So I just kept being transported about a little dementedly.
I see above D drops, it didn't seem to on the version I tried, but that may be old hat now.
One thing that grated quickly was the name entry for every new game. Far better would be to save the players name, and give an option to use that rather than entering it every time. I died several times and the constant name entry at the start annoyed me more than actually dieing. I also noticed blue gems that seemed stuck in walls? Not sure if that's a bug or a puzzle. I didn't attempt to use the pick for example.
Overall it seems pretty good, and for 7 days work even more so. I like the random generated areas, and the graphics are suitably colourful for this sort of theme. Perhaps more in game instruction for those of us who struggle a little Along with the game remembering the name last used possibly to speed up restarts

IBOL
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Posted: 27th Apr 2012 04:43
thanks for the feedback dvader.
yeah, i can't think of why "D" would not have dropped an item.
you can freely drop cursed things.

yes, the pick digs gems out of the walls,
and can get you to otherwise inaccessable places.

generally, the point is to survive, and exit the 7th level
with 8 magic orbs.

the best thing to do is try to identify every power,
of which there are 72 (or more...),
and then use things when you need them.

this was just an experiment of things i hadn't tried before,
and an entry to 7DRL. i'm still happy with it.

i guess i could give the option to skip the name thing,
but in general roguelikes, you are naming your character,
and i like to give them crazy names,
like "heuristicuffs", or berzerenstein, names
i used in dredmor recently.

(i'm just cutting and pasting this in here)

guess i should point out a few things:
use the x key to EXAMINE items.
that will tell you what the items do (if you have discovered that power yet)
clicking on an item in your inventory list will do the same thing.

items also have parentheses after their names that show what commands can
be used with them (PZRWC)
stands for 'put on', 'zap', 'read', 'wield', 'consume'.

the newer version mentioned up there clears up bugs.

the game really requires aggressive identification of items.
if a sword is not as good as one you have,
but it has a 'consume' or 'read' power,
then use it for that.

also, watch your carry weight. it can slow you down,
which effects your movements speed & attack speed.

DVader
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Posted: 27th Apr 2012 16:21
Ah, more complicated than I though. No wonder I struggled! I have the new version, but still haven't got round to trying it. I will give it another bash later. Perhaps the d worked ok on your demo, my keyboard is a little worn. I can't even see the a,s or d key anymore, the D key looks more like an r key at the moment lol. So it may have been my error.

I understand the name entry was included for the style of game, but as I chose the same name each time it seemed a little bit of a pain that it didn't just remember the last name entered. Obviously allowing it to be changed as before, but starting with the last name entered. For those having to restart fairly often it would be better.
Still you may not be doing anymore to it as you say as it was a compo entry. But I would consider saving the name last entered and having that added to the string at the start of the next game start, so you can just press enter for the same name or delete and retype for a new one. Wouldn't be that hard to implememnt (well with AGK's limited entry commands you may have to cheat a little), and would help keep newcomers who struggle from getting frustrated early on by re-typing his name every time.
Still it is only a suggestion. Did you find out the winner of the compo yet? I'm not sure if it's judged then and there, or if there is a time scale involved?

IBOL
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Posted: 28th Apr 2012 18:45
for naming , i might be able to try that,
like if you just hit enter,
it uses your last choice,
or steve if name is empty.

i should also mention to roguelike veterans that all
"emerald potions" are not the same.
there are only six descriptive words for each kind of thing,
like potions, scrolls, wands.

instead, once you learn the effect, you will simply know it when you see it next time.
learned effects are listed on a page with the "a" or "e" key.

also, 'consuming' or 'reading' an item will destroy it.
you 'read' 'inscriptions' on items, like classic 'scrolls'.

zapping may or may not destroy an item, based on random chance,
item quality, and any 'lasting charge' enchantments you may have.

(i was so insanely focused on just getting this game done
that i forgot just how much would not be obvious to players!
...sorry...)

DVader
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Posted: 11th May 2012 20:03
Heh, yeah I was never into Dwarf Fortress, or that sort of thing. I held off from a PC until win 95 made the scene.

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