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The Dungeon of Elemental Evil

A topic by internationalfish created Mar 04, 2018 Views: 391 Replies: 3
Viewing posts 1 to 3
(1 edit)

This is my second (attempted) 7DRL; last time I tried a simple roguelike in Java for Android. I got randomized dungeon creation working, and movement... partially working... but my code at that point just wasn't going to be workable. So that was that.

This time I've been learning Unity, and one day in, I've managed to actually get the basics working -- movement, combat, and dungeon generation (well, it's just a square right now, but the plumbing is there to plug the algorithm into). So that's exciting!

Regarding the name, aside from the obvious but mostly irrelevant  nod, my intention is to make the game a really, really simple RL with a minor and not-particularly-compelling twist in that elemental item set bonuses will result in a secondary elemental attack and/or attack/defense bonuses based on elements. We'll see if I get that far, but at this point I'm pretty happy with the rate of progress, and I'm certainly learning, which is the point anyway.

I'm using Oryx' 16 bit fantasy sprites. Current status:

Here's the project page.

Good luck to all of us!

So far:

  • You can move (yay!)
  • Enemies can move (boo!)
    • Because I haven't bothered to fix the proximity test, every enemy on the entire map will always move towards you (serious boo!)
  • You can attack (yay!)
  • You can be attacked (boo!)
  • You can kill enemies (yay!)
  • Enemies can kill you (eh...)
    • Since there's no start or end screen yet, I decided to just decrease your opacity and your attack temporarily. So you become an impotent ghost that enemies still chase and attack but can't kill any further. Which, I'm not sure, I think I might like.
  • Dungeons are randomly generated (well...)
    • I attempted to translate an algorithm that's hosted on RogueBasin from Python to C#; it... mostly worked, but there are still rooms that are disconnected, so you can get marooned. Which is probably not ideal.
  • Items can be picked up and dropped or equipped
    • Equippable items can contribute to any, all, or no stats, based on how they're set up

I'm at the end of my time off, so from here on in it's just nights until next Saturday. Hopefully I can get some more work done on it, but it won't really take much more to make it a success, even if it's a marginal one. :)

i too am learning Unity. i'd love to see your take on the RL in Unity tutorials. GL!

The zombie survival game? That was one of the first ones I did. I think some of it is a bit out of date and/or suboptimal, as it was done before the Tilemaps feature got added; I also found several places where the instructions were unclear and there were mistakes in the sample code. Honestly, those things weren't so bad they killed the experience, because they did force me to dig around and correct the issues myself. So while it's not bad, Tilemaps (and the poorly-documented ScriptableObject approach to overriding the Tile/TileBase classes to get your own tile behavior) are really valuable additional research items.