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Forget the agenda. Instead I went down rendering code rabbithole some more. Improved the algorithm so the results are mathematically exact (as exact as floats can be), which also made it work faster. Then nullified all the speed increase by implementing more complicated terrain. Turns out the approach I used really sucks in Firefox, so for now the game is Chrome only. I don't know if I have time to fix the performance problems on Firefox. Getting some actual gameplay next is higher priority.

Also... all of this allowed...

Destructibe terrain!

In addition to boom boom, this will allow me to have functioning doors in the levels. If I have time to implement such.

Control of your droid is by pressing mouse in the viewport window, the cursor changes into an 'ahead' arrow. Your droid will move towards the exact direction you're clicking towards. This is basically how the "hover" and "omniwheels" locomotion types will work. Will have to figure out how to implement turning for the directional modes of locomotion. There are extra 45 degrees duplicated on each edge of the viewport to make it easier to visualize what's directly south, since otherwise there's a discontinuity in the view.

Also, gave some thought about victory conditions. I think each level will have a specific objective for you to accomplish:

  • Destroy all Power Cores
  • Eliminate specific droid
  • Hack 4 computers
  • etc.

After you have accomplished your objective you can head to the next level using an elevator. Not sure if there will be an ultimate goal, might just make it that you have to get through 10 levels. Or something like that.

Ok, tomorrow's agenda is whatever I said yesterday...

  • Finish making the entity code
  • Start making proper map generation
  • User interface work
  • Add enemy entities even just placeholders

Latest version again up at http://refractivegames.com/7drl/  (Chrome only)

Previous snapshots:
http://refractivegames.com/7drl-monday/
http://refractivegames.com/7drl-tuesday/