dimanche 9 mars 2014

7DRL 2014 - day 2 report

After 2 days of hard work, the basis of the game is ready:
  • intro menu
  • overworld procedurally generated,
  • character can move around,
  • a few actions are implemented: get, drop, place
  • hunger bar working,
  • death/save game/new game
Now for the next two days, I plan to add the interaction with the world: how to break stuff and fight monsters, how to craft. I should also have a go at the underground dungeons.

New screenshots :

samedi 8 mars 2014

Introducing RogueCraft

RogueCraft is a tribute to my favorite games: roguelikes and Minecraft, written in python with support from the libtcod library. I will submit it to the 7DRL 2014 competition.

Plot:
The world is corrupted. Monsters roam the land and nowhere is safe anymore. Legends say that the source of evil lies deep in a cave, in a forgotten island. You, the hero, have been sent there but your ship crashed on the reef and you are the sole survivor. You have lost all your equipement, but at least made it to the shore. Explore the land, build a shelter, forge weapons, and defeat the darkness !

Mockup of the interface:


The game design follows a few strict rules:
  • ASCII graphics.
  • Screen size, limited to 40x25 characters from a 16x16 font.
  • Procedurally generated world, with an overworld island and 12 underground dungeons.
  • Possibility to shape the landscape and craft tools/weapons/armor.
  • Permadeath: hero and dungeons are deleted on death but overworld lanscape and constructions survive.
  • All decisions are taken using standard d6

The hero has 4 characteristics: HP, A, D, and H
  • Health Points represent the hero's life. If this counter reaches 0 you are dead
  • Attack describes how many damage you can inflict each turn (A x 1d6) 
  • Defense is your protection, each turn you can absorb (D x 1d6) damage
  • H is your hunger bar. When empty you lose 1 HP every 10 turns