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Card Crypt Devlog

A topic by GlaireDaggers created Mar 08, 2021 Views: 156 Replies: 1
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Figured I’d start a devlog for my 7DRL entry, Card Crypt :) Previously:

[Saturday, 3/6/2021] - Decided on my platform of choice, which is a WASM-powered browser game, and an (admittedly somewhat vague) notion of the design I’m going for, which is a somewhat traditional-looking roguelike but where all actions are dictated by a set of cards you build up while exploring. Spent time putting together a Zig project which would contain the core game logic & rendering, with a simple Javascript wrapper to load the WASM module, call into it, and blit internal framebuffer into a Canvas context. Some simple artwork used for testing, currently inspired by old home computers like the C64, MSX, and PC-98.

[Sunday, 3/7/2021] - Not a whole lot to show, but worked on porting a Delauney triangulation algorithm to Zig which I’ll be using to build a spanning tree of a series of randomly generated rooms in order to plot hallways between them.

Today’s progress: Not much to show, again, was mostly a day full of pulling my hair out trying to debug various panic conditions being triggered in the delaunay algorithm, getting it working, trying to put together a minimum spanning tree, trying to debug why the triangulation algorithm seemed to fail to actually link every vertex into the graph, and then finally deciding I couldn’t justify spending another day on it and just did a brute-force approach to creating the minimum spanning tree. It’s ugly, it’s inefficient, but it gets the job done. Hallways are now being plotted between rooms, so next it’s keeping a game state, letting the player move around, etc.