Tuesday, March 18, 2014

Well I actually finished 7drl 2014 last Friday, 14 March with marginal success. I am new to blogging and any form of online challenges. Hell, I don't even play multi-player online games. But I decided to look at my blog and noticed that people actually visit it. I feel I didn't do my part in updating the community about by progress and that my one post isn't much to look at.

The game fell far short of where I wanted it. After 5 days of using BearLib Terminal I decided to create my own tiling structure with SDL. It seemed that BearLib Terminal didn't perform correctly if I opened my application via the console (which is what I would do when I wanted to debug it). I also had a programming error which after 3 days of not figuring out, I blamed on BearLib Terminal. It was not the case that BearLib caused my errors. I eventually fixed the problem although it was one of those, "I changed some things that had to do with another problem and it ended up fixing the bigger problem." So I have no idea what fixed it.

My experience with rouge-likes doesn't extend very far, about 25 minutes of Nethack. But it's easy enough to conceptualize a game that is procedurally generated, turn based, and perma-death. I would have liked to have it compiled for multiple operating systems so that anyone could run it. Maybe even a web application, I have seen a lot of those and they are very easy play.

My game begins with the player spawned in a random location, in a large finite map, with his villager buddies. They don't really do anything except cause frustration while the player tries to capture them and build a fort around them to keep them safe from zombies. Day cycles to night and the zombies begin to spawn, but don't worry with your small band of villagers there most likely will not be any zombies coming after you. The player builds and builds until one day a zombie just happens to be walking by the fort and locks on to a villager. The villager is not afraid he just goes about his business of random movements here and there. Eventually the zombie forces his way through the wall breaking it and enters the fort to "turn" the villager. But the player is there to fight the zombie off. It was a close call, but the game is getting harder. There needs to be more walls.

I wanted to have more resources that could be found by exploring caves below. the deeper the cave the better the resources. The better the resources the better the walls and doors. I would have liked to have more intelligent villager spawning to reduce the chance of having a villager spawn outside the fortress, as well as the obvious fix of the villager spawning on a fortress wall there by replacing it. I didn't have much time to test as I went along. I am also very disappointed in my fight mechanics between the zombie and the player. There is no way to attack a zombie without being attacked yourself. No health regeneration either.

After letting a friend play it and watching the game crash several times for ridiculous reasons I decided to do a little update. Preventing the placement of blocks outside the world (crash) and adding health regeneration to give the player a fighting chance. Technically I called the game finished and made the changes after. But in all fairness due to a camping trip I was limited to a six and a half day rogue like. So I took 1/2 an hour to fix a bug, it's still a 7 day rouge-like to me.

So download the game and try it. The source is included and I could sure use some constructive criticism as to a better way to do something or what could have been added/omitted. I plan on compiling on my friends machines so that I can include a windows and mac version as well.

Download: LINUX
https://www.dropbox.com/sh/4ipv1daauefu30a/4OHbhouT7d

Download: SOURCE
https://www.dropbox.com/sh/oebugj2g17lpnbq/4kH_fgpDg-

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