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Author Topic: Cavern - RogueLike  (Read 1713 times)

Wh1tefang12

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Cavern - RogueLike
« on: May 23, 2011, 05:16:37 pm »

Cavern


In the recent months i've begun the process of learning java and reached a point where i felt i could start a game...
And that game was Cavern. It is my attempt at making one of my favorite game types a Rougelike currently it is
on week 3 of Development (Keep in mind I'm Building this from the ground up and I haven't even looked up how to do half this stuff)
If you have any Suggestions please comment below and REMEMBER TO READ THE README!!!!!

!Video!
http://www.youtube.com/watch?v=3RvUA_Kn-8s
Current Features:

*Random Maps ( a Staple of Rougelikes)

*Chasms(Holes in the ground in the most recent version you cannot fall into these you will in the future)

*Fungus(No current purpose in later version will slow you down and/or buff enemys)

*MiniMap

*Lighting around player(Blocked !SomeWhat! by objects)

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Hmm whats that smell... Oh hi Urist still taking that nap, its been 5 months I can only manage to sleep 3 days. You might want to get that Axe wound checked out though; you are in the Hospital.

GTM

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Re: Cavern - RogueLike
« Reply #1 on: May 23, 2011, 09:56:47 pm »

Is that a mid Atlantic accent I hear???

Looks like a solid tech demo so far, judging by the YouTube vid.  I actually kinda like the lo fi wizard sprite, but the chasms are hard to tell from the fog-of-war (I'm guessing the planned graphics update will address that)

The GUI seems pretty thorough; stats, minimap, medimap.  The dungeon design looks like some kind of overlapping room setup, which makes for good looking levels - like crawl but with a lower frequency of long hallways.  It's going to be interesting to see how monster fighting strategy plays out with wide open spaces and limited choke points, especially if you get mired in a fungus patch.
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