It’s hard to believe that it’s already been almost two months since I first started this series. In that time, it’s grown and changed rather a lot.
It’s hard to believe that it’s already been almost two months since I first started this series. In that time, it’s grown and changed rather a lot.
The voting period for Ludum Dare 26 has ended, which means that now we have some results! Before I post my own, take a moment to check out the overall leaders. Given that there were 2346 games submitted (1610 in the compo and 736 in the jam), there are bound to be some real gems in there.
When I was playing Racket Roguelike earlier this week1, I realized something: I can see everything. There are no surprises, no mystery, no darkness
Let’s fix that.
Moria… You fear to go into those mines. The dwarves delved too greedily and too deep. You know what they awoke in the darkness of Khazad-dum… shadow and flame. – Saruman, Lord of the Rings
Today, we dig too deep.
Another week, another step towards building a roguelike in Racket. This week, we’re going to build another basic system (like the critters) that can easily be expanded with all sorts of crazy content: items and inventory.
So when I got home, I decided that I really didn’t want to miss another Ludum Dare. Granted, there was only about two hours left in the competition. I’m good, but I’m not that good. 😄
Also, I really wanted to make a web-based game, which meant either write another game in Java (suboptimal) or learn how to write a game in Flash or JavaScript. Nothing like a last minute decision to use an unfamiliar framework and write a game in less than 24 hours. 😄
In the end, I did it in six.
A very minimal update today, since the many, many early May conference deadlines are fast approaching. But despite there only being a few lines of changes, already we are starting to get a bit more character to the game. Essentially, today we want to make the enemies smarter and add a bit more explosive sort of attacks.
So far, we’ve worked out our GUI and I/O and created procedurally generated caves. So what does that leave for today? Something to fight!
When last we met, we had a working GUI with the player’s @
walking about. Today, we’re going to add somewhere for the player to wander about1.
Many games need noise. No, not that noise–this noise. Or better yet, this noise. More seriously, noise in this context refers to psuedo-randomly generated images that can be used for natural looking terrain generation1. Something like this: