ITERATION VIVersion 0.006Creatures can be added by raw files. At the very least a creature also needs an animation file and some images in any of the tilesets to display. Entities can also drop items on death, the example creature
Shrimpy drops a
Shrimp Pick that the dorf can pick up and use for mining. The drop system can be extended later to include other things like spells or reactions or whatever that could proc on drop. The dorf also has an inventory now.
Dorf cannot mine without the pick, so he has to kill Shrimpy and get the pick before he can mine. Because there is no key-repeat delay the pick is grabbed almost instantly when Shrimpy is killed so you can't see it.
[CREATURE]
[NAME:shrimpy]
[DESCRIPTION:A half-digested shrimp]
[ANIM_FILE:ShrimpyAnim]
[COLL_BOX:SMALL]
[DROP:ITEM:ShrimpPick:100]
[WEIGHT:1000]
[SIZE:100000]
[END_CREATURE]
[ITEM]
[ID:ShrimpPick]
[NAME:shrimp pick]
[DESCRIPTION:A shrimpy exoskeleton used for mining]
[IMAGE:tools:0]
[ACTION:MINE]
[WEIGHT:10000]
[SIZE:100000]
[END_ITEM]
Bearing in mind the chosen course of the Urist McAhab action-adventure game, I've decided to also make a ruling on the mechanical style:
structured roguelike. I'm thinking like FTL/Spelunky, every game has the same ultimate goal/goals, and the structure is always essentially the same but lots of elements are randomized within that format.
As a consequence, the first step is to lock down the core gameplay. We will do this in a
5 Room Dungeon.
Now we have movement, monsters and loot, let's add features that build on this within the 5RD. In particular, since stuff can be added via the DF-like raw format, what needs to be coded are the specific functions for new raw tags, AI routines, UI etc etc
Once the 5RD gameplay is at a decent stage, we can move on to the world-map scale, towns, the purpose of the dungeons within that context and the overall structure.
Also, since we now have a
thematic design document thanks to Moghjubar,
suggestions will need to be more specific. E.g. If you suggest a creature/item/weapon, put the suggestion in raw format and draw a tileset and make an animation file! I don't mind doing that stuff if I have to, but you know, time is basically the only limiting factor in all this.
Also, I decided to try and get the graphics locked down by having a more traditional map+sprite system. In the process I learnt that refactoring code when drinking wine is a bad idea. Whole classes got deleted in rash moments of drunkenness.
Finally, raw formats are still incomplete and up in the air. If you have any suggestions on how to define stuff, e.g. NPC AI, shout it out and I might add it to the format.
Basic loot and enemies done...
| Suggestion | Votes |
Theme/Game style | Cities/Dungeons inside a giant whale from HELL | |
Feature | Infinite proc.gen. map | 1 |
| Proc.gen. rooms | 1 |
| Proc.gen. loot | 1 |
| Bleeding walls | 1 |