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Author Topic: My seven day roguelike -<ready to play!>-  (Read 16674 times)

winner

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Re: My seven day roguelike
« Reply #15 on: March 09, 2010, 08:11:57 pm »

The game is playable!!!
here's a picture of me blowing up a kobold while pulling a Dr. Mcninja


all I have to do is update the instructions and it will be ready for playtesting.
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winner

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Re: My seven day roguelike
« Reply #16 on: March 09, 2010, 11:40:06 pm »

and here is the code if anybody wants to try it. it should work on all operating systems.  Meanwhile I'll be looking for a place to host the compiled program.
Spoiler (click to show/hide)
« Last Edit: March 09, 2010, 11:50:31 pm by winner »
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winner

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Re: My seven day roguelike -<ready to play!>-
« Reply #17 on: March 10, 2010, 11:30:55 pm »

Now the kobolds use floodfill pathfinding so they go straight for the tender jellies.

it is ready to play if any one has the desire to.
As soon as I find somebody with windows who can compile it for me I will have a windows executable.
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darius

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Re: My seven day roguelike -<ready to play!>-
« Reply #18 on: March 11, 2010, 12:59:54 pm »

Just compiled it on windows and tried it. It's very fun. If you want i could upload exe somewhere.
edit: now i want it as a part of big game :]
« Last Edit: March 11, 2010, 01:08:13 pm by darius »
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winner

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Re: My seven day roguelike -<ready to play!>-
« Reply #19 on: March 11, 2010, 01:38:22 pm »

Just compiled it on windows and tried it. It's very fun. If you want i could upload exe somewhere.
edit: now i want it as a part of big game :]
please do I've been bugging all of my friend trying to find one who had windows and a c++ compiler that they knew how to use
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darius

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Re: My seven day roguelike -<ready to play!>-
« Reply #20 on: March 11, 2010, 01:45:29 pm »

Okay uploaded to box.net (not sure if it is a good choice, don't know any other...)
Linky here.

It's zipped with PDCurses.dll because mingw does not have curses.
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winner

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Re: My seven day roguelike -<ready to play!>-
« Reply #21 on: March 11, 2010, 02:54:52 pm »

Thank you very much. I'm going to put a link in the first if you don't mind.

What things did you like and dislike about the gameplay?

Was the ramp up in difficulty too slow? Did the jellies never go where you wanted them to? Were the kobolds spaced annoyingly one space too far apart to catch more than one in a land mine at a time?
« Last Edit: March 11, 2010, 03:01:45 pm by winner »
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darius

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Re: My seven day roguelike -<ready to play!>-
« Reply #22 on: March 11, 2010, 03:33:44 pm »

Well first thing is spaces between walls confused me at first. Later I kinda got used to it. As for difficulty, if you don't harvest too much and kill kobolts it's not so hard, but if you try to harvest and protect, suddenly mass of kobolds come and kill me.

Ideas for future: More types of jellies (acid, fire,hard but slow, maybe jellies eating some plant turn into special jelly, wall eating jellies) , more kobold traps (could be using different jellies)
« Last Edit: March 11, 2010, 03:53:06 pm by darius »
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winner

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Re: My seven day roguelike -<ready to play!>-
« Reply #23 on: March 11, 2010, 04:44:20 pm »

the number of kobolds dropped onto the field is determined by the total number of jelly heath-points.
the kobolds' hit points are determined by the square root of the number of bottles of jelly and traps you have.
I pretty just chose ratios that seemed ok but I don't know what they should be to make playing the game the most fun.

I am definitely going to add thing like more types of jellies once this week is over.  Currently I'm trying to figure out what is causing the bugs in the pathfinding.
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winner

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Re: My seven day roguelike -<ready to play!>-
« Reply #24 on: March 11, 2010, 08:45:43 pm »

I got pathfinding working properly, made the explosions prettier, added a visual indicator of when you are getting attacked and made the kobolds attack you and the jellies when they can even if you weren't in their way.
I also tweaked the food's nutrition value and the movement speeds of the jellies and kobolds
Since I'm going to be on a bus all tomorrow, this game is pretty much finished.

the new source code and OSX executable are uploaded
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Psyco Jelly

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Re: My seven day roguelike -<ready to play!>-
« Reply #25 on: March 11, 2010, 10:19:50 pm »

54 bottles first try. Didn't run out of jelly, the kobolds got me.
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winner

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Re: My seven day roguelike -<ready to play!>-
« Reply #26 on: March 11, 2010, 10:49:33 pm »

What do you think could be done to improve the gameplay or balance?
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Psyco Jelly

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Re: My seven day roguelike -<ready to play!>-
« Reply #27 on: March 12, 2010, 12:32:15 am »

There really isn't much variety in gameplay as far as I can tell. Maybe poisonous yellow grass shows up sometime so you have to fence it off? (Or let the kobolds eat the tainted jelly).
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eerr

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Re: My seven day roguelike -<ready to play!>-
« Reply #28 on: March 12, 2010, 12:56:06 am »

What do you think could be done to improve the gameplay or balance?

Add this as a minigame in nethack.
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winner

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Re: My seven day roguelike -<ready to play!>-
« Reply #29 on: March 12, 2010, 01:38:31 am »

I added poisonous red grass.
(if it was yellow I couldn't tell it from the fences)

I'm afraid I can't really add this as a nethack mini-game, I'm not part of the nethack dev team.
« Last Edit: March 12, 2010, 03:21:17 am by winner »
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