I've downloaded all the js files and I've been playing around. It's a really nice and logical framework! I've managed to add two new flowers: roots and herbs which give 1 energize and 1 health respectively, a new herbalist hut who will buy roots and herbs from you for 1 silver each, a new enemy type: Ogre that spawns similar to a Hobgoblin, and modified the junk piles in the dungeon to have a 5% chance to find silver and 1% to find health / energy potions. It was all really easy to do!
I can see now what you meant with the messiness - a couple of funny naming conventions (e.g. thing_flower.js is more like thing_pickup.js, and thing_goblin.js is actually thing_enemy.js and so forth) and there is a bit of repetition that could be extracted into common functions, but otherwise it's super nice and clean and I had no trouble at all figuring it out! Did you really manage to make all this in time for the 7DRL?! I'm honestly super impressed.
I wanted to ask, if you're not continuing with the project, could I please get permission to upload the modified game as I expand it? I will give you full credit as the system designer and a link back here etc.
You can email me at chimes.mark@gmail.com if you want to talk directly, and I'd be happy to email you the changes I've made so far, or else upload them to my github directly so you can see the modifications if you're happy with that.
Glad you're having fun with the code.
Did you really manage to make all this in time for the 7DRL?
Yes, but it's hardly my first game jam rodeo, so I have experience turning things like this around quickly. Also, I had been looking into HTML5 accessibility specs before the game jam as part of my day job - that's what gave me the idea to try to make a screen-reader game for 7DRL. It always helps when you already have some facility with the technologies you're going to use!
Also a correction: 7DRL was seven days, not two days like I said before (hence the name, "Seven Day Roguelike"). Sorry - most of the game jams I do are two-day game jams, so I had that in my head when I wrote 48 hours above. So, no, I didn't actually do it all in 48 hours! But I did do it in a week.
I was hoping to get more content into the game, but I ran out of time. Originally, I was planning on a "stronghold" in each of the four compass directions in the forest, and you'd have to defeat all four bosses to win. But I only got in the one.
As for repurposing / republishing, I feel like the "right" thing to do would be to open-source it, create a GitHub repository for it, set up version control for it, and start handling pull requests. That would keep it all in one codebase and any edits either of us make would improve the same product.
But to do that, I would have to also devote the time to be a proper steward of the repository, which I shouldn't take on if I'm not confident I'd do a good job. Which I'm not.
So yeah, you have my permission to make derivative works and publish them with the following caveats:
- Give your version a new name, to avoid confusion. If you'd like to use some variation of "Battle Weary" to retain the connection, propose something.
- Non-commercial activities only.
- Attribution back to this page, in the credits for your version and the web page is fine.
Also be aware I reserve the right to continue developing this myself, make sequels, give other people permission to use the code, etc. This is in no way an exclusive deal.
If the above is cool with you, have at it. Looking forward to seeing what you come up with to flesh it out.