Hour 125
24 hours ago I wrote the following list of requirements:
- spawning enemies with different characteristics
- enemy AI
- ranged and two types of melee combat
- player upgrades
- save/load/new game system and menu
- overall win condition
- a minimap
- fog of war
- ranged weapon animation not working
- level win not unlocking next level
as an indication of the unlikeliness of hitting the deadline with a finished (let alone polished) game. Since then I've fixed those two bugs, and implemented the new game system and menu (but no save/load), overall win condition, varied enemy spawning (but without level gradation) and hooks for all forms of combat. The actual combat is kind-of pre-prepared, as I wrote some Python to try and work out the balances during the pre-jam design phase. But there's still work to do. No matter what anyone says, GDScript is not like Python. Well, it kind of is, but only in the way that, say, Java is like C++. It's so natural for me to write with comprehensions and first-class functions that GDScript can really trip me up sometimes.
Summary: it's going to be really tight. It may come down to having to choose between good AI, non-essential features, and overall polish.
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Quazatron/Paradroid as a roguelike
Status | In development |
Author | sarrowsmith |
Tags | Seven Day Roguelike Challenge, Robots, Roguelike |
More posts
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- Hour 152Mar 12, 2021
- Hour 143Mar 12, 2021
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