2022 7DRL


Alright. Let's take another crack at this in the 2022 7drl challenge.   Yeah, coming late to a 1 day jam didn't go so well last year. Let's see how this goes. 

"The Plan"

 - User input in 8 directions (and wait) builds up momentum and increases distance travelled, restricts possible movement the faster you go.

 - A jump key to launch over low walls and pits.

 - Each map/level consisting of a rooftop you need to traverse through and an alleyway you need to leap across.

 - Some sort of UI feedback to make this system usable. Users gotta know what their options are.  Possibly 2 steps into the future.

That's the grand sum of goals.   If there's time, I really want to publish this online and emscripten is the way. Let's toss in some game mechanics to make it a game:  Mobs, traps, hand-rails, spray-cans and tagging spots, a maguffin you snatch, snipers that are entirely there to keep you from standing still too long.


I should probably look at what the plan was last time.

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hooooooo boy. So this was a hearty 3 days. 

A dreary amount of time dealing with how to rotate things around in a grid. Eventually I just accepted that the rotation math was "more realistic" than what I had original planned.   "it's a feature!"

A late addition (as of about 3 hours ago) of adding pathing and mid-action collisions makes it far less ridiculous... but the real-time clock and delay makes it more annoying.   And there's no time-dilation between the player's speed and the guard's chasing. 

There's sort of a goal, obstacles, (the guards are surprisingly annoying),  and jumping over stuff. Most important there's a pretty fleshed out system of grid-based turn-based inertia. Which was my main goal.  So I'm calling this one a success.  
Time is out. So the remaining bugs with collisions and the complete lack of deadly-falls between rooftops will just have to be ignored.  All in all, for three days effort (6 if you count the last two attempts) I'm pretty happy with what I got.