TURNCOAT TOMB 7DayRL Completed... But still updating...
Play the latest version here:
Here is a copy of my development log from the 7drl blog: which you can either read here (below) or here (with pictures)
It's just basic comments I made after each day or so of development. Development did not stop there, though. It went on and is still going on...
I’ve coaxed Construct 2 to act in a “turn based” kinda way with mid-turn animation so the player and monsters (whatever moves) kind of “hops” from tile to tile.
Did some of the pixel graphics ahead of time.
Now tackling persistent dungeons and overall framework.
I hope to get a working playable but empty game with title, really basic menu and 6 pcg dungeon levels you can move up and down persistently.
Basic monster graphics is done for all the colors (3 monsters each), Including the undead faction.
For more info on Turncoat Tomb check out my blogspot posts:
Anyhow break is over…
So far a little slow going. I’m not where I wanted to be, but hoping for that night time boost I always get.
My method of dealing with development challenges so far can be summed up with this joke:
Patient: “Hey Doc, it hurts when I do this…”
Doctor: “OK so don’t do that.”
If thine feature offend thee, pluck it out!
It might be called Turncoat tower because you’re actually going up rather than down stairs.
–and for now it’s a one way trip–
Don’t have time to make dungeons persist and allow going back to previous levels.
So far I’m pretty happy with the graphics! I very quickly threw together the pixel-art-style sprites. I’m using Construct 2’s built in sprite editor pretty much exclusively for my tiles and entities, along with lighting effects.
Dungeon generator is done (minus items like my nifty animated torch).
All entity graphics are done. Opening screen is done. Animated turn based movement is done for player and monsters.
Now for the inventory, level and health, items, targeting and attack mechanics.
Just to show where my head’s at I have a family called “FnEverything”
Guess which objects are in that object family…
I have basic meelee combat added and the beginnings of an inventory system.
I’ve added “altars” one for each faction. These have a certain number of total points and for each monster they put out they use up so many turns. You can see them counting down to the next monster.
Altars will be where you can bring gold to get weapons of that monster color and buy favor with that faction, But only if your coat is that color. that lets you join that faction. The grey “human” altar just gives you ep (like Sword of Fargoal) and blesses your grey weapons.
Meelee combat produces blood splatters that I’m very pleased with! It’s no accident that no matter what color the monster is, they all bleed red (except undead).
Also walls become transparent if creatures get behind them.
Stop Hitting Yourself!
I had an interesting bug come up yesterday which I called “Stop hitting yorself… stop hitting yourself… why are you hitting yourself?”
Turns out if you program your player to automatically attack anything you bump into, then make the space bar do the standard “rest” thing where you don’t go in any direction… guess who you bump into! YOURSELF!
My friend who is a biologist interestingly said, “This is a perfect video game analogy for autoimmune disorders. Just saying. Am not a nerd in multiple dimensions- am not!”
It was easily fixed but I did spend a good 10 minutes or so having fun with it and it may turn into a “feature” like a curse or something. Actually it’s a perfect curse for this game because the theme is all about manipulating the behavior of your fellow denizens –turning them against each other and themselves or rallying them to help fight the real enemy which is the undead of the tomb.
It’s hard to get momentum… to get going. I put it off by writing things… I’m doing it right now.
Another thing that hinders progress and puts completion at risk is my tendency to add unnecessary but still awesome effect and then spend a ton of time perfecting them instead of adding essential game mechanics.
The blood effect is beautiful if I do say so myself.
OK Back to it…
Targeting based on hate levels works!
When wearing a red coat I no longer target the red monster but the green one. When my color switches, it picks the appropriate target. This is for monsters based on how much each color hates each other color. You will target whoever you want provided they’re not your color. Monsters will pick a monster of whichever color they hate the most within their line of sight to attack.
Monsters can’t attack their own color and you need to be wearing the appropriate coat to get or use their color weapons and such. Note: I still haven't added other color weapons...
Well here it is all done!
I PULLED IT OFF! I can’t believe I did it!
I am beat! This was very intense.
Four coats to turn to and 2 glorious weapons slots.
I did all of the the game graphics every bit in Construct 2’s sprite editor from scratch.
I had to give up a lot of things I wanted to put in, but this is a very fun and complete game. The thing is, as you go up the tower, the undead get tougher way faster than the rest of the monsters or you. So the only way to survive is to slowly make frenemies with the color monsters so they will help you or at least not bother you against the living dead of the tomb. To do this you need to turn your coat as the name suggests.
ASDW directions. Have fun it’s right here:
Here’s the description I put on itch.io:
Around the levels there are coats. When you get one you can switch to it and those monsters will leave you alone. There are different colored altars that push out monsters. Grey altars give you weapons and health when you put gold in them.
Other colored altars accept donations in exchange for that color hating you less. When you drop gold in them (10gb at a time) a number form 1-10 floats out indicating their animosity toward you (whatever color coat you’re wearing).
The crypt altars will give you nothing but pain and they will always hate all life. But they’ll take your gold anyhow and who knows? Maybe they will ask you join them.
It’s played entirely with the A S D W keys for direction. Mouse click on coats and weapons to equip them.
Once you’re dead, the game reloads.
Sometimes it’s hard as… well it’s a Roguelike that’s for sure!