Day 5 of the 7-Day Roguelike ChallengeÂ has completed now and I’ve finally gotÂ smooth vehicle movement in my Auto RL. Â I put some time intoÂ anÂ improved UI that hopefully starts to convey the concept of “you get more actionsÂ when you go fast”. Â With this is the implementation of Grip, which drains from manuevers at high speeds so you can lose control Â ItÂ has hints of greatness but is hard to deliver satisfyingly on a grid in 7 days.
My remainingÂ work on weapon pickups and types, some improved world generation and a weapon pickup inventory, and hopefully an opponent you’re stalking (I’m starting to regret throwingÂ out my boss code from last year!)
Since I don’t have time for you to get out of the car and salvage, you just run over the equipment and I’ll prompt you to choose which of the four weapons you want to replace (or discard it).
My one regret is spending as much time as I did on the basic spritesÂ on Sunday. Â Last year I was reasonably good about keeping the scale ofÂ Oryx’s sprites so thatÂ 24×24 was a standard tile, but this year I had to bring in graphics from a number of sources that varied from 16×16 to a car I found that was some weird rez like 56×108. Â Plus, I reduced the size of Oryx’s character sprites which impliesÂ a resolution of 32×32. Â In a way it probably would have been better in this case to stay representational and not cobble together a vague swipe at pretty, but it inspires me to workÂ in an environment withÂ visual flavor.
Check it outÂ below… Â I apologize for the atrocious 20-minute sound hookup. Â 2 days left, wish me luck!