7DRL 2022 Day 2: Dungeon Room

The GIF here is basically all I got done for day 2 of 7DRL 2022. It doesn’t look like much, but it’s something. Also, by the “Berlin Interpretation”, is my game even going to *be *a “Roguelike”? To GET to that GIF, I had to do a LOT of coding. I loved the tileset I found, but each tile was in its own file, and each tile was 256x512 pixels, which was way larger than the 64x64 I’d used for the “outside” room and for the OG tile system I’d written before I decided to move to Tiled for creating rooms. ...

March 7, 2022 · 3 min · 638 words · Tipa

7DRL: Building an Engine -- I Screwed Up.

I really thought I had more time. I thought I had a week to integrate the new Tiled-based map creation tools, and to make a workable combat system. I did not. I am entirely out of time. 7DRL starts tomorrow. I honestly, 100%, thought that 7DRL started on the twelfth. I thought that I would just barely be able to get the engine in rough shape by then, but it turns out I didn’t have any time at all. ...

March 4, 2022 · 4 min · 809 words · Tipa

7DRL: Building an Engine -- Winner.

The last element of the 7DRL engine’s “must haves” – a win condition for the player. With that out of the way, let’s talk about localization, combat, and making the game look a little less like crap. Win Condition Determining win conditions without using code is a challenge, and it’s a challenge I don’t yet know how to solve. It’s similar to the behaviors attached to weapons – I can define behaviors in the Python code and then select them in the YAML, but I can’t define them entirely in the YAML without writing some code in the YAML that knows about the game state somehow. ...

March 3, 2022 · 4 min · 794 words · Tipa