Hello.
This year, I'm working on the roguelike about robbing Old West trains. I don't know if I'll manage to add all features I'd like (dynamic backgroud rendering, for example), but as the minimal product I want to create features interesting ranged combat mechanics, good procedural level generation (based on prefabs and templates), and win condition.
Game will be build with use of Go 11.5, BearLibTerminal 0.15.7, and GCC 8.1.0.
I'm using roguelike template I'm working on since August. It means that I have lots of systems already done - collisions, rendering, sarializing, etc. You can find RAWIG here. It was meant to be clean, easy to expand and modify game template... But it isn't very clean already :F Anyway, it's great help for me.
Yesterday, ie day before start, I set repository up, and made some small changes to RAWIG codebase.
Even with advantage of existing architecture, I didn't manage to tinker with content during first day of competition. But there was good reason for that: I spent whole day working on ranged combat. Since game theme is Old West, I wanted to use classic revolvers that need to be cocked before shoot, and that take some time to reload. The player-side of mechanics was rather straightforward, but adding all these cocking, uncocking, reloading, etc. mechanics to AI, and making sure that AI behaviour will remain sensible, wasn't that easy. But - it works now, so I could be proud of me. But, you know, I won't. I'm still, if working under time pressure, terrible coder, and my AI function is monstrosity. I'm gonna go to hell because of code duplication in func HandleAI().
After first day, my game still uses generic samples as game levels and enemies names. It still looks kind of cool:
Update 20190303T0155+0100:
I'm planning to release windows and linux builds. Anyone keen to build RRT for Mac is welcome! :)