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Rogueday

A roguelike made in one day ~12 hours.

POST CODE

Hi guys, post-24-hour-challange Calcopod here. As you can probably tell, not only is the code absolutely disgusting, but it also doesn't even work almost at all.

Still, it did allow me to learn and experiment with quite a lot of Odin features and also "randy mega struct C-style game entity architecture", which have to say was pretty fun.

Overall, most design decisions are garbage, and you can tell I learned more about Odin as I went, so EXPECT A REWRITE SOMETIME SOON

"Engine" Features:

  • "Scene" "Management"
  • "UI" "System"
  • "Components"
  • "Tilemaps"
  • AABB "Collision" stuff

"Gameplay" Features

  • Procedural Generation (Random Walks and CA)
  • Enemy "AI"
  • 4 "different" enemies (1 of them is a boss that doesn't do anything)
  • ... that's it, there is 0 game ...

PRE CODE

Description:

A tiny cave roguelike (never seen before idea cough cough) about a dwarf exploring a dungeon, fighting monsters trying to uncover the ancient secret of lobotomy kaisen?

Features:

  • Random cave generation (cellular automata)

  • Random dungeon generation (bsp)

  • Dialogue system

    • Display lines of text on screen
  • Combat

    • Melee (sword and axe)
    • Ranged (staff)
    • fireball
  • Enemies

    • Skeleton (ranged, bow / staff)
    • Zombie (melee, sword / axe)
  • Bosses:

    • Firebob (fireball bob)

Stuff to do and doing and stuff:

  • Content:
    • Player movement
    • Enemy existance
    • Items
    • Procedural generation
    • Enemy ai

About

Tried learning Odinlang and making a game in 12 hours.

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