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Brain in a Bowl

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A member registered Feb 03, 2017 · View creator page →

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Love the smooth movement and overal look, the fov and colors suggest something surreal going on beneath the surface.

Unfortunately, I keep getting an "Exception thrown, see JavaScript console" when entering level 3.

I had an absolute blast with this one. I already loved the tag system in last year's entry, but it fits even better here. And the atmosphere, music, theme, writing, and illustrations are just top notch!

One small hiccup tho: I can't get the downloadable build running om my Steam Deck. Would it be possible to make a Linux build?

Love the visual style, the theming, and the stress/panic system. I think I'll be returning to this one quite often.

Nonograms aren't my specialty so I didn't get very far, but I like the implementation here. And I can't even begin to think on how to procedurally generate them.

I already really like the game, but those additions would really add to the replayability.

I‘m not in charge, but I think this will be fine as long as it's the same game. Just make it clear in the description.

Thanks for the advice. They're already ogg files, I think the delay is caused by the hefty line-of-sight and pathfinding algorithms running all the time.

Very original and polished, feels great to play. Someone could argue about the roguelike-ishness, but I won't :-)

Hey! I used Sketchbook 2024-11-7 in my game https://braininabowl.itch.io/corridor-fight-scene. It's a perfect fit, so thanks for sharing it.

And it went live last night: Here!

😊

Day 5

I've implemented ranged attacks, delayed attacks, and area of effect attacks, and extended the enemy AI to both use these and to allow the player to exploit them. I've also spent over an hour chasing down a rogue lowercase "s" that should've been uppercase. Such fun.

It's also time to face the fact I've horribly overscoped - again. So time to cut features and package this thing up. I've got two evenings of coding time left, that should be plenty. Right?

(1 edit)

Congratulations!

Day 4: More combat and AI

Allowing for multiple moves per turn ended up being a mayor hassle to implement. I ended up slapping together a system to add attacks and other actions to the movement queue. It's not very elegant, but it works and can be used by both the player and enemies. Enemy AI has been expanded, once aware they will now look for the player at the last place they saw them. I'll not make them too smart, to keep the pressure low.

I also added shoves and throws to the player vocabulary, because tossing enemies around is where the fun lives.

Up next:

  • Ranged combat
  • Inventory and equipment
  • (Very) basic physics for tossing enemies and items.

That should be fine, as long as you stay within the 7-day limit. If you update after the jam time, make sure you keep the last jam version available and clearly visible.

Day 2 & 3


I had a couple of exhausting days, so not much progress developing in the evenings. Still, there's the base for a combat system and enemy AI. It's also getting painfully obvious I'm basically doing a remake of Piss and Vinegar with a much more solid technical base and a more thought-out design.

Runs at 60fps on a fairly beefy Windows 11 PC in Vivaldi (so, Chromium). Tried on a Pixel 6a phone as well. There I get the title screen, but no sound or fps counter.

I'm not a mod, but judging from previous years' entries this will be fine.

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Day 1: It begins

I've got a map displayed in a glorious cinematic 2.39:1 aspect ratio (rounded up to account for square cells), a gui, the player character and a random enemy. Pathfinding and line of sight seem to work nicely, but there's an occasional snag in my Dijkstra. I'll try to get that cleared up before really calling it a day. Edit: Snag solved!

Just like my last 3 roguelike jams, I'm once again sticking to the GruvBox color palette and JetBrains Mono font. I guess that's my personal branding now?

Next up are basic combat and an item/inventory system. Getting the inventory system to behave gave me a lot of trouble last time, so I'm keeping my fingers crossed. 

I've also recruited Nicki Jupiter to provide some music (despite her already being busy with other 7DRL projects).

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A turn based platformer sounds really neat and interesting. Good luck!

(Also, you grabbed my attention by mentioning hoplite. That game hasn't left my phone since it was released)

Welcome to the challenge!

I'm no 7DRL Lord, but working from existing code is usually fine. Just make sure it's clearly stayed in the game description.

Stellar Radiance sounds great! It's not quite the style I was imagining, but maybe I need to expand my boundaries a bit. I've sent you a friend request on Discord. 

I won't start the development of the game until tomorrow, but to save time I'm starting the devlog already.

My jam game will be called Corridor Fight Scene, and it will be a tribute to one of the greatest tropes of action cinema: The protagonist on one end of a hallway, a door on the other end, and a lot of enemies in between. 

The project is built on the bones of Piss and Vinegar, both in concept and on a technical level. I've made a lot of improvements to the JavaScript engine (which I'm really, definitely going to spin off into a separate project any day now) and I'm hoping to address most issues of Piss and Vinegar:

  • Keeping momentum: Every level consists of a single hallway, with the camera panning from the entrance to the exit. It's up to the player to keep up with the shot or perish.
  • Better readability: A clear display of what's going on, with better visual feedback for what the player is planning and what happened.
  • More diverse, tactical play: Turns will be slightly longer, adopting a Jagged Alliance 2 style energy system to budget your moves.

I'm also aiming to make this game as cinematic as an ASCII grid can get.

Let's see how things turn out!

Hey! I don't have room in my project scope to do much with music, but I could use some tracks that play during the action. I'm thinking about something with a lot of percussion, so your drum experience is useful. Would you be interested?

Amazing!

It's working!


(mostly)

Have you been stalking my previous job?

"We all float down here something something"

Nah, I'm not sure that'd work...

It's not quite what I had in mind, but collisions seem to get detected:


So, I've been struggling with level generation and making the character not either fall through the floor or float away randomly. I might resort to using a pre-existing physics library if I can't get this to work in a couple more evenings.

Finally, my design degree is paying off!

I didn't get to work on this yesterday because of responsibilities, but today I finished the player model, and, since it's a nice flexible vector, added unlimited scaling:

@ymendel: That works, thanks!

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I probably wouldn't be able to fit the frames of animation I want into a pico cartridge, so I decided to try a different approach. After a couple of days of thinking and one evening of coding, I now have a kinda-working node-based vector skeleton animation system: 


It's about as sturdy and flexible as my actual skeleton (not very), but it should suffice for this project. Next steps: Finalize the model and add animations.

Edit: Apparently, Itch doesn't want to show my animated gif. But trust me, it's pretty neat.

Edit 2: Hosted the gif here.

I seem to recall near the end of It, a kid tells one of the guys "You can't be careful on a skateboard, man!" So I'm trying to make a downhill skateboarding game. Stretch goal: Also make it an interactive fiction game, jumping back and forth in time between skating sessions as the kid and interactive fiction section as the grown-up version of the same guy. To make it extra King-like.

That's all the plans I have for now, let see how it goes!

A lot of neat ideas and systems, but it doesn't quite work together. I'd love to see this expanded a bit (or I might steal some of this for next year's 7DRL).

It's a bit of an outlier, but I'm very curious about your take on https://braininabowl.itch.io/a-forest

Really nice, smooth play, starting off nice and easy and getting pretty challenging in the later levels. Lovely sprites as well!

Despite being a satire (or parody?), it was quite fun to work out a path to the end. The mechanics encouraging trying a less optimal path to discover hints was particularly nice.

(As for de "Roguelike" definition, I find almost all of them either annoying or short-sighted. As far as I'm concerned, a roguelike should be turn-based, procedurally generated, and focused on emergent play or story, but I don't expect many other to share that definition.)

Yeah, I get that. It's just that the two actions in one turn feel like a glitch, or like I'm missing something. I'd maybe have given them the ability to move two squares in a turn, so then can create some distance and then next turn attack safely.

Really cool game. From the graphics and mood to the absorption mechanic, to the fact you made all this in TIC80.