I should own up to not finishing my 7-Day Roguelike challenge this year… it was tough to admit defeat after two fairly successful years in a row. I had started up the Jam with plans to take last year’s 7DRL code and work in a campaign and convoy mechanics, as a way to prove out some things that I’d been considering for Auto Fire. However, I found it nothing but discouraging to work on such old decrepit code, trying to make something for a game that was so much farther along.
In the end it just made me want to push towards realizing those ideas in the current codebase of Auto Fire instead. Sooooo… I’d been working on tying up loose ends and prepping the driving feel and visuals of Auto Fire. Take a quick look:
Next up are my plans for improving the inventory and rounding out the campaign into a compelling loop. It should provide some much-needed depth, which will make me more happy to share my work more widely once it’s in. Wish me luck!
7DRL Challenge Day 1: Unfortunately GDC lay me flat on my back for five days straight through the weekend, so I’m getting a really late start on my challenge. I guess I’m be aiming for submission late Sunday to get as many hours logged as possible.
Today I was able to re-acquaint myself with the ugly-ass 7DRL 2016 codebase and temp sprites. <Shudder> All I had time for was to start working on road generation and take a step in the direction of transforming my combat movement into strafes, accelerations and so on. Still got lots of work to do. Still, fun to see things moving forward.
This is my third 7DRL, and this year I’m hoping to kill two birds with one stone by exploring some alternate gameplay concepts I first explored in last year’s entry, Auto Fire. Auto Fire introduced car combat and exploration of a (poorly-rendered) cityscape and in the ensuing year has been extended to 3D, with richer generation, an overworld countryside, and a variety of superior UI and tools. None of which I’m going to use this week, see below.
This year, with Westbound and Down, I want to explore some of the “Convoy” style aspirations that I have yet to put into Auto Fire… Traveling from town to town and taking on cargo missions between outpost cities in a post-apocalyptic western U.S. Instead of exploration combat, the player must drive “blocker” for a convoy of trucks that is continually harassed by bandits and other road hazards. Upgrade your car and convoy vehicles, hire drivers, maintain your stock of ammo and fuel, and take on loads with higher risks for greater rewards.
The tough part of this year is that even though I’ve progressed quite a bit with Auto Fire’s codebase over the last year… in the spirit of making this a fresh 7-day effort, I’m working from the code from 2016’s 7DRL and seeing what I can construct within those confines. I hope to create an alternate movement model (forced directional movement, with most of the maneuvering involving lane-changes and acceleration/deceleration), a regional highway map, a cargo quest structure, some interfaces for cargo and hireling loadout, and hopefully some FTL-style dialogue encounters which could lead to bonus salvage or ambush. That’s a fair amount of stuff, but I’m hoping I’ve got enough to build from… and if I have to hack up my code a bit to try something, that’s okay, I can take any successes and work them into Auto Fire later, hopefully the “right way”. 🙂
I just spent the week down in San Francisco showing my new game at Hidden Path Entertainment called Brass Tactics. It’s a real-time strategy game built from the ground up for VR. The reception has been quite good from the press and developers, and I think we’ve created something special. Looking forward to finishing it off this fall!
I had a lot of fun last weekend with my game Cardinal Cell. It was pretty fun in the end but it was ugly enough to make babies cry because I cobbled together the art on my own. I could have maybe increased the quality another quarter-point on my own before finishing off the 48 hours… I could have chosen a style. I could have smoothed out the busy textures. However, I was focused on closing the book with features-features-features.
I’m pretty confident that it was a mistake on my part… while I go through other people’s games I constantly have to tell myself to not let an ugly game influence my assessment of its fun… or let a pretty game get away with dull gameplay. Maybe it’s not fair, but that’s the way the world works. Those of us with weaker art skills have a challenge to overcome.
Because the game looked so bad I did a quick reskin this weekend to use some pixel art and audio that I had handy. I think the gameplay stands well on its own, but the revamp makes a difference in my opinion. A friend offered up some real art and we’re going to rebrand it as… wait for it… Skate Knight.
If you’re interested in seeing what a few hours of stock graphics and sounds can do for a game, check out the game on itch.io below.
In a frenzied less-than-48 hours I cobbled together an entry into this weekend’s Ludum Dare. I’d been wanting to play with the idea of fantasy battles using the mechanics of 2048. The result isn’t pretty, but I do Ludum Dares primarily so I can doodle on an idea without giving a damn about how ugly it comes out. 🙂
After a night of heavy drinking in a foreign land, you are captured by local law enforcement and forced to stand trial for heinous crimes you have no memory of. You are sentenced to 24 hours in the CARDINAL CELL. If you survive, you will be set free. The help of your former drinking buddies is the only assistance you can hope for… because the Constable is rounding them up and throwing them in after you.
Click on the image to give it a shot and enjoy! Maybe even throw me a vote… 😉
In the past few days I’ve managed to add a whole bunch of loops to the city generation. This was achieved by adding optional exits to the blocks that I lay down… These are invisible overlays that, if a road tries to enter a block that doesn’t have an entrance on that side, can be stamped down over the existing block to let it link back. It helps a lot with the four-lane highways in particular, which would act like a barrier that didn’t integrate into the rest of the street maze if I didn’t allow it to reconnect.
More loops are important because driving and having to turn around is fairly bad… the fewer dead ends the better.
Once the map is complete, I put down more obstacles and overgrowth. Then finally I take some Perlin noise to the map and add destroyed swaths, both rubble and driveable stuff, just to add interest.
I think I can move beyond generation for the time being. Now it’s time to get fog of war back in so that the map feels more mysterious and ready to explore. Then I’ll lay out a boss battle fortress… woo!