Small update this time. Been working on wrapping up all the remaining core features, but got a bit sidetracked so I’m going to write a little about level editing too besides monsters + I’m trying out yet another video setup.
This video is the most condensed so far, focusing exclusively on last week’s development and showcasing gameplay features. I thought making a third video using this form will result in a diverse and easily comparable set and will help to draw my final conclusions about the series.
So it is short (3 minutes), maximally to the point and heavily “scripted” 🙂 :
During this week, I pretty much completed all the logic related to the monsters of the game. From their type description (sprites, attributes, inventory?! 😮 🙂 😛 , database of monster types etc…), all the way to battling with them. Also filled the game with a bunch of placeholder monster sprites/types to test it out, and now it feels like a real rogue-like with character advancement, treasures and risk of death 🙂 .
Once you try to move to a tile occupied by a monster a “battle” starts. Both entities will take their turns to attack, the faster one (speed attribute) will start or it will be decided with luck trials if there is a match. If both contestants survive the first attack the slower/unlucky entity strikes back, and shortly after the player gets back input control.
Levels and modding
Official mod support is sadly out of the scope of this project, but I still managed to come up with a clean solution for a “half-offical” way 🙂 . Since all the configuration files (monster/pickup/chest types, starting attributes, spawn profiles, item skills) will be shipped as plain XML files, huge part of the game can be tweaked with a plain old text editor, but for a pleasant level editing experience that will not suffice…
I decided to ship the game with built-in support for the the Tiled editor. Now the game can read plain tmx files. Never made a run-time parser for it before, but I used this editor multiple times so it was a natural choice. The final package will also feature a pre-built tile set for Tiled map files (placeholder one pictured) and a written guide on specific map properties related to the game.
By the next entry I will have all the missing bits and pieces of the game-play loop implemented (difficulty management and item skills) and the game will be pretty much fully playable albeit lacking content or balance. As always, open for questions, comments and critique.