Tune to channel 3 and prepare to fight against monsters, demons and eldritch horrors in this dungeon crawling RPG inspired by the feeling that there’s something ominous about late night television! 1 - 2 Players.
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Devlog 1
A Game By It’s Cover is a really interesting jam idea I recently run across. There is a yearly fictional Famicase Cart Exhibiton, where people design cart labels for non-existing games, and soon after there it the A Game By It’s Cover jam, in which you choose an entry and create a game for. This Devlog series will be about my entry for this years (2022) jam!
The entry that finally catches my eye was Occult Nostalgia by Tyler Dori.
I already had started a side project about a dungeon crawler so it was time to dust it off and give it the love it deserves with an awesome entry idea above it!
The old idea was heavily inspired by Tiny Epic Dungeons, where you explore a dungeon by flipping tiles and deciding where they go and your goal is to eventually find the two guards to defeat them to unlock the boss room and deal with the boss before your torch runs out. The movement and tile flipping code was already in place, but to say the least it was a hacky true jank code. It was time to step back and design.
The new idea is to set a bitfield for each cardinal direction and build our tiles with those. We have 16 variations with the question mark, which neatly fits into a 4bit bitfield. With each cardinal direction having its own bitfield, we can check any tiles for those bitfields for movement and this simplifies many if statements into just one. For ex, the bitfields for up
and down
are 0b0001
and 0b0100
. If we want to move upwards we simply check if the current tile we have has an upward directed road with a bitwise and operator and check the destination tile for a downward road component. If both return true, we can pass along!
For rotations, we simply set each tile into a category, and we have 1 category for each number of exits. 1 way end pieces, 2 way corners, 2 way straights, 3 way junctions and the big 4 way junction. If we want to rotate we simply increase the tile id, and check if we are in bounds for the category. This way we can eliminate the headache that would come with over- and underflows if we bitshift our fields.
If we encounter a new unknown tile, the game (as of yet) generates a new one at random, let’s rotate it in the direction we want. After that we check where it exists (based on our bitfield checks) and place new tiles there. Today’s addition was room types. In the final game there will be different rooms with different effects. Some will have traps, some will have cultists or eldritch horrors waiting and some will have innocent people about to be sacrificed. We free those people to gain time to find the eldritch god they want to release on us and defeat it, while it’s weakened by the not broken seal.
The plan is to have different characters from our film crew who stumbled upon mysterious disappearances and follow some shady people into this old ruin. Different staffs from the film crew will have unique stats to help them through the dungeon with the usage of skills and items they find inside.
This is the basic plan, let’s see if we can do this in the remaining time!