Stoked! Is there still intended IOS/Android support after the 1.0 release? Mobile COQ would ruin my life and I'm looking forward to it.
NorthStateGames
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I've decided to make my first game ever in Javascript for the jam. I followed the Broughlike tutorial last month to ensure I understood some basics, and then started fresh today, working through that tutorial for a basic engine and tweaking/skipping where warranted. My first major implementation is a shooting mechanic, as the game is a western, and I can happily say I've got that working along with some sprites. I'm hoping to code it so you can utilize a simple tile set I'm making as well as an ASCII style tile set too!
Tomorrow's big goal will be adding a town area. From there I'll implement a quest system.
The biggest challenge with the shooting mechanic was making sure you could shoot in the direction you last faced. So to the left of the HP I have a simple directional indicator, so you know where you'd be shooting. The dice will function as an inventory item/expendable. Each one is 1/6. So they're each a bullet in the revolver. Combat is deterministic, you kill your enemy but you take one damage, but the "rickety" revolver that you have has an old cylinder that spins, so you can load it with more "dice" to ensure a better chance of hitting an enemy, but it's finite, so you have to decided when you're rolling the dice on your shot and when you want it to be a sure thing.
Working on some story elements to explain the randomized levels as well. Although I think there will be a set town level that's the same every time you go there for quests etc.
Curious to see what language and engines people are using this year? Last year I used GMS2, as that's what I had the most experience with. I've since gone down a rabbit hole of coding in Lua and Javascript and I'm leaning toward an engine-less Javascript framework for the jam. Been experimenting with expanding the scope of the Broughlike JS tutorial to see if it might work for a more traditional styled RL. Love2D or Pico-8 are my backup plans as I sketch out scope for the 7DRL, hoping to do something with a western theme.
Would love to hear what others are planning to use!
Thanks for playing it!
I had lots of hopes to make it a little more well rounded but ran into that nasty 1k limit. Now that there's a compression optimizerthat was just released for this jam, I may take another pass at tweaking some things with this. I was really hoping to have enemies randomly drop healing potions to account for the HP difficulty.
Hey everyone,
I've never really dealt with the compressed limitation in Pico8, so this jam has been great. One thing I've noticed though, is sometimes I can add several characters worth of code and get barely any increase in compression size, and other characters add substantially more. Is there a rhyme or reason for this? Is it general ascii versus mathematics or functions?
Thanks for playing! I agree, Trident is the best early phase weapon, but it's low attack means you should transition to more two handed combat (probably) in later stages.
A range indicator would be useful. I currently just have them as more experimental, but that would be a good one to include, since I do have attack of your weapons indicated. I'll be sure to include it for post-release versions after the ratings conclude! Appreciate the feedback!