My entry for Seven Day Roguelike (7DRL) Challenge 2015
Failure. Right now, you can walk around the ship and watch robots move. There isn't enough time left to add enough features to make this a playable (i.e.: win/lose) game.
Compared to last year, there was a lot more going on at home and work this year, which reduced usable hours by a lot. I spent too much time up front importing content and getting the briefing going, when I should have focused on the game play.
72 hours into the project before I had the ability to generate deck maps? Eeek.
120 hours into the project before I had the ability to view and walk around on those deck maps? Eeek!
141 hours into the project before a real turn scheduler was in place? Eeek!!!
Well, it was certainly a learning experience. I think I learned more from the failure this year than I did from my "success" last year. Sometimes, less really is more.
- [Sunday] - 7drl-2015 repository created on GitHub
- 157 - Coding begins
- 153 - First buildable, runnable, distributable
- 149 - Sound effect support, looping briefing sample
- 148 - Briefing content, but not briefing code; too sleepy
- 131 - Briefing scrollable, space bar begins mission
- 131 - Screenshot 1 Uploaded
- 096 - Deck map generation
- 095 - BSOD
- 079 - All(?) sound effects
- 076 - Lifts that ensure all decks can be accessed
- 070 - Main game display with borrowed tileset
- 048 - Deck display, FOV, viewed/not-viewed, no-clip walking
- 027 - Scheduler and engine, doors that open/close, clip walking
- 026 - Added stub use command
- 021 - Lifts now operational; move between decks
- 007 - Ship populated with robots that move and open doors
- 006 - Screenshot 3 Uploaded
- 006 - Final Cleanup Check-In
- Andrew Braybrook for the original Paradroid. All sound effects are borrowed from the Commodore 64 version of the original game.
- Thank you to Dave Glowacki and David Schultz, for assistance with the deck accessibility algorithm idea. Piss-poor implementation to be blamed completely on @blinkdog.
img/terminal8x8.png
borrowed from Necromancer Simulator 2014 then given an alpha channel to make it usable as rot.js tileset