7 day roguelike challenge – “Back Up” Completed! Written on March 16, 2013, by danbrown.
Worked right up up until the last minute but calling this a success although it may turn out on the easy side on a full play-through. Balancing it was the last task so fell a bit short there.
We have everything in that was planned except a class system. Considering the state it was in 24 hours ago due to 2 days lost to GUI confusion, I thought this may have to have been a fail, but we got everything else in that was planned. We even managed to get persistent levels to allow you to go back and finish exploring/killing ones you didn’t do enough on.
The plot remains the same as planned. You are a bored level 35 dungeon boss that decides to retire and live in the human world. So you have to level down instead of up and dump your epic armour in favour of worse gear on the way back out of the dungeon whilst fighting adventurers trying to get in. There is mechanism to stop you going onwards if your gear is too good so you have no choice but to get rid of it. You also stop getting loot if you hit too hard as an extra incentive.
We have no plans to carry on with this although may do a 1.1 release in a few weeks to add the missing class system, a few simple bits we would like to add personally and fix bugs.
Personal firsts achieved: First 7DRL!, First Roguelike at all, First complete Java program.
Download it and try it out now!
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7 day roguelike challenge – “Back Up” End of day 5 Written on March 14, 2013, by danbrown.
Day 5 summary
Slow day again, leaving things set up for a final 2 day scramble to get things finished off and polished. Spent a long time fighting against libgdx’s built-in UI system as it doesn’t support things like hover and right-clicking natively. I think I can work around those problems as I’m not that interested in a mobile build anyway.
We can now change floors both up and back down again. Levels are the same each time and persistant (fog of war, monsters and item placements are all kept intact).
I added the start of a UI that shows the current players stats and any monsters that are trying to attack them.
Slight work done on combat, the enemies can now injure the player, although still for a fixed 200 damage each time.
Two smaller things I did – Firstly adding cheat modes to help with testing – noclip, revealmap and godmode. Secondly cutting up lots more sprites and making their background transparent ready to be put into place on day 7.

Shows the player/nearby monster status on the top-left. also shows that used a cheat mode to move from the top-right of the level to here.
Goals for day 6
Rich
- Not around
Me
- Beef up combat to use stats, I imagine a lot of this is going to be spreadsheet work due to the needs of this specific plot.
- Examining and equipping items.
- Show level number and players effective level number.
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7 day roguelike challenge – “Back Up” End of day 4 Written on March 13, 2013, by danbrown.
Day 4 summary
Corridors at last! I got my head around the bad description of the algorithm we had at last and fixed the odd bits. I added up and down staircases as well. and made the player spawn next to the ‘up’ one. That should be ‘down’ thinking about it now…
I also added basic combat support. Both the player and enemies have health now and do damage per hit. Player damage is currently ignored for testing but the enemies can die now.
Goals for day 5
Rich
- Not sure yet.
Me
- Beef up combat to use stats, I imagine a lot of this is going to be spreadsheet work due to the needs of this specific plot.
- Start of equipment system
- Zoom the map back in and add scrolling. It has been set at 50% normal size for testing the level generation and item/mob placement.
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7 day roguelike challenge – “Back Up” End of day 3 Written on March 12, 2013, by danbrown.
Day 3 summary
A slow day but things are still happening.
Rich made progression adding corridors to the generated map. Not quite there but just needs some debugging I think.
I upgraded the lighting for line-of-sight so I could hide the rest of the level. On the monster side I made them chase the player if they come too close. If they lose the player they will generally hang around near where they last saw them. The monsters can attack the player and vice versa although nothing happens yet.
Goals for day 4
Rich
- As usual. Get corridors added to the map.
Me
- Basic combat system. I’ve put an enemy in the players start room to help with that until corridors are done.
- Zoom the map back in and add scrolling. Currently it is at 50% size to see it all for testing the level generation.
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7 day roguelike challenge – “Back Up” End of day 2 Written on March 11, 2013, by danbrown.
Day 2 summary
Rich got part of the level generation code running last night by adding doorways to the existing rooms. Hopefully the corridors will get added tonight. He is using this algorithm which seemed ok at first look but on re-reading it isn’t very clear on anything. BSP looks ok so will have that as a backup plan near the end if needed. I didn’t say before but I have most of the day to work on this, Rich only has a few hours in the evenings so that is why his part is going slower. I can work around it.
For my part I added an enemy in every room for testing. I Started the item system which generates (weighted) random objects of various types and added some test objects. So far I have Consumable, Armour and Weapon, with weapon subdivided into Swords, Axes, and Daggers. I need to know the difference for stats and equipping later on (probably Wednesday). For testing they spawn one per room as well. The space key picks up items and puts them in the inventory window on the left. I also started on lighting with a first-pass simple distance based light with falloff.
Sprites are from this page. They appear to originally be from here but the link doesn’t work anymore to find out attribution of if I’m allowed to use them.
Goals for day 3
Rich
- Get corridors added to the map.
Me
- A* or Dijkstra algorithm. I don’t need it for pathfinding, although it might come in handy. I want to use it for checking that the level start/end is connected and for line-of-sight on the lighting.
- Basic combat system. I’ve put an enemy in the players start room to help with that until corridors are done.
- Zoom the map back in and add scrolling. Currently it is at 50% size to see it all for testing the level generation.





