• Register

Old school fun meets new school flair - 8bit graphics with real time shadows, particles, bump mapping and more. Gameplay has permadeath but with progression (skills, crafted items, professions, and proficiencies), heavy crafting influence, and more.

Post news Report RSS 7YRL v0.3 Complete!

I've completed the third phase of 7YRL (goal: a basic playable roguelike). Here's a quick list of what was in it before I start in on phase 4.

Posted by on

I've finished powering through the last set of v0.3 issues and have officially completed it and am ready to move on to phrase 0.4. First though, a quick list of what was done in phase 3:

  • Binary aggro - mobs hate player, mobs don't hate each other
  • melee weapons
  • Gibs
  • Mobs attack/defend
  • AC/DR
  • Basic attack/defend flow in place (attack/dodge/block/parry/hit/dodamage/takedamage)
  • Attack takes E/As into account and stacks multiples as needed"
  • Basic AI. Mob visibility. Basic aggro (see player; hate them and go after them)
  • Monsters are read from xlsx
  • Monsters are placed in the appropriate dungeon level and rarity
  • Emoting (aggro, damage, fear etc)
  • One player class implemented (int/str/dex)
  • XP and leveling infrastrucutre in place (but no rewards for levels).
  • Dialog for leveling.
  • Mob-level-specific XP rewards (+ % for uncommon/rare/unique0
  • Player death (no animation)
  • 3 initial skills for one player class added to support UI.
  • Primary stats: Int, Str, Dex, HP, MaxHP
  • UseSkill action
  • Real (but basic) dungeon layout
  • Items are placed at appropriate level
  • Movement with CAB
  • Mana
  • AI movement (tap on space with wall in the way - moves around wall)
  • Potions and Scrolls from event/action system
  • Explore (AI movement to nearest unexplored space)
  • mouse-over on entities (mobs, items) in the tilemap to get details
  • mobs and items metadata pulled from spreadsheet
  • Text.Write added. Wraps. Monospace 8bit font. Colored
  • Some mob idle animatons in place
  • Some mob walk animations in place
  • ActorTalk and ActorEmote animations
  • Mobs obey partitioning (drop from active list if path to player is > their max 'follow' path length.
  • Tiles loaded from full spritesheets
  • Buttons properly handle focus in-out (on press & drag-out)
  • All interfaces present but empty - ready to fill out
  • Skill buttons (RGB) are usable (but are limited to 3 fake skills - don't change)
  • CAB state machine complete and in place
  • CAB is interactive and updates
  • Character sheet, item inventory, etc implemented in mockup form
  • Ability to delete gameslots (X buttons under slot buttons)
  • A couple of menu pages have mockup art
  • Particle/Light editor
  • Vault editor
  • Settings UI with placeholder
  • Multi-select pickup (when multiple items in cell)

New demos uploaded!

I've uploaded new demos for both PC and Mac and they should be live later today. Check back soon!

Phase 4: A real roguelike

I do love starting a new phase as it lets me do a bunch of fun stuff up front. That said, this particular phase will be the most grudging as it consists of me paying down tech debt I've been building up, and turning 7yrl into a real (albeit unbalanced) roguelike. There are a bunch of things to do, but I'll be glad once they're done and behind me so that I can start focusing on Phase 5 where I get to extend beyond 'vanilla' roguelikes and bring in less common features; Crafting, Professions, and Skills.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: