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theq629

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A member registered Apr 15, 2017 · View creator page →

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Every time I do 7DRL I think I will come up with a clean architecture based on past lessons, and have somewhat succeeded for UI and some other supporting code, but not at all for core game logic.

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I've updated to use a scaling factor instead, which defaults to 2 (I think the same as the screenshots, although obviously browsers are handling things a bit differently here). And have hopefully fixed the UI bugs you found (thanks again!).

Thanks! The key binding window is definitely an issue I had missed. If I hadn't just helpfully broken mouse support, you would also be able to click to rebind. You can also save bindings once and then edit the JSON in web storage if your browser lets you do that.

In principle the key targeting does take letters in order for enemies in view (or in hearing) but there is some bug that's preventing it -- actually now that I look at it I think it's effectively randomizing the initial queue after 'a', so I can probably fix that.

I would really like to work on this enough to add some differentiation and progression to weapons. I would also like to try to adjust infantry so they have more specific advantages but are less overwhelming. Unfortunately the code base is currently pretty messy, so I'm sure how far I'll get with improvements.

I'll try to come back to scaling when I get a chance. I'm using bracket-terminal, which is generally good but can be finicky in working out how to set up the terminal.

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I've just changed it so that it scales to the browser window -- which may make it too big on a big monitor but seems to be an overall improvement.

And as soon as I published that I also discovered that it semi-broke mouse support.

I've actually just been using normal browser zoom when I play it myself, which seems to work ok. But I'll see if I can improve the default scaling for the browser version.

Yes, I think that whole mechanic needs to be simplified a lot or just replaced. Maybe just having descriptions in the right panel that correspond directly to the monster behaviour.

Thanks!

The three monster types differ on whether they will run away from strong light or pistol bullets, and have different wandering behaviour. So in theory if you can work out how to tell the types apart in a run then you can make optimal use of resources. In practice I found doing that to be way more effort that it was worth.

No, many monsters will run away if you shoot them with the pistol but they don't take damage. You can also use either the dart gun or pistol to shoot out lights.

Thanks!

Done. I ran out of time for balance and full playtesting, but I did get in a lot of features and effects for explosions, fire, and smoke. There is a Linux binary, and it should run on other platforms if you start the Python 3 program manually.

Features:

  • Shoot nuclear missiles at rats.
  • Watch forests burn down.
  • Be trapped on a mountain by a quake mole.


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Started on Sunday 2018-03-04 23:59 GMT+0800.

A roguelike/TBS about getting a band of people across a post-apocalyptic wasteland to reach the haven of Wastrl. Mostly an experiment in using traditional wargame mechanics in more general TBS wargame-like setting.

I actually started on this concept last year too, using OCaml. But between lack of time and getting distracted by working on a general OCaml terminal output framework, I didn't get very far, so this year I am restarting in Python 3.

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