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Author Topic: My seven day roguelike -<ready to play!>-  (Read 16134 times)

winner

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My seven day roguelike -<ready to play!>-
« on: March 07, 2010, 02:00:01 pm »

As you probably already know this week is 7d RL week.  My entry into the competition is going to be a jelly farming game. Where you protect your jellies from vicious kobold attackers.
here is a kobold that stepped on a landmine.

Spoiler (click to show/hide)

OSX executable (new)

Windows executable(new)

linux

source code (new)
« Last Edit: March 21, 2010, 08:29:15 pm by winner »
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Bricks

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Re: My seven day roguelike
« Reply #1 on: March 07, 2010, 02:25:14 pm »

Cool stuff, I'll be keeping an eye on this.
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winner

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Re: My seven day roguelike
« Reply #2 on: March 07, 2010, 11:39:21 pm »

I added a shove mechanism so that I can move the jellies to safety. They split when they get attacked or when they eat too much.
I'm still open to gameplay mechanics.
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Psyco Jelly

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Re: My seven day roguelike
« Reply #3 on: March 07, 2010, 11:44:02 pm »

Sounds like it'll be fun. I'm also entering the competition. I might post it here once it gets some more substance.

As for a gameplay mechanic, maybe you only need to protect the jellies until they mature, when you need to push them into a bottling facility. Older jellies are worth more, but start to get smelly and attract more predators.
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winner

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Re: My seven day roguelike
« Reply #4 on: March 07, 2010, 11:50:37 pm »

Sounds like it'll be fun. I'm also entering the competition. I might post it here once it gets some more substance.

As for a gameplay mechanic, maybe you only need to protect the jellies until they mature, when you need to push them into a bottling facility. Older jellies are worth more, but start to get smelly and attract more predators.
ooh that's excellent I like the smelly detail.  The game ends when all the jellies are gone.
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alfie275

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Re: My seven day roguelike
« Reply #5 on: March 08, 2010, 02:04:16 am »

Are you using pdcurses?
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Armok

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Re: My seven day roguelike
« Reply #6 on: March 08, 2010, 05:08:15 am »

Is this concept from my idea thread? :D
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Outcast Orange

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Re: My seven day roguelike
« Reply #7 on: March 08, 2010, 09:03:24 am »

Sounds cool.

I added pushing to a game I made in class a week ago,
 and it was really cool.
I'll probably put a similar mechanic in Cloud Scream.
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winner

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Re: My seven day roguelike
« Reply #8 on: March 08, 2010, 10:22:42 am »

Are you using pdcurses?
I don't know the details of it but pdcurses is the most likely.
at Armok yes this is the idea that I posted in your thread, I liked it and it meant I didn't have to come up with another one.

right now I'm a little stuck because I'm trying to make a 2-dimensional array of pointers that point at linked lists of monsters but I'm having trouble getting c++ to understand that I'm asking it for a 2d array of monster pointers.

jelly *arr[n1][n2];
jelly *ess = arr[5][6];
ess = arr[5][6];
arr[5][6] = ess;

error: cannot convert ‘jelly**’ to ‘jelly*’ in initialization
error: cannot convert ‘jelly* [n2]’ to ‘jelly*’ in assignment
error: incompatible types in assignment of ‘jelly*’ to jelly* [n2]’
« Last Edit: March 08, 2010, 10:24:55 am by winner »
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Chutney

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Re: My seven day roguelike
« Reply #9 on: March 08, 2010, 11:12:00 am »

did you overload the = operator for jelly?

edit: a 2d array of pointers to linked lists? that doesn't seem very efficient at all. Why are you doing that?
« Last Edit: March 08, 2010, 11:14:48 am by Chutney »
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winner

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Re: My seven day roguelike
« Reply #10 on: March 08, 2010, 01:37:33 pm »

so I don't have to scan through the list of monsters to see if there are any on that tile.
I can just enter the coordinates and it tells me what monsters are at that location

I found the problem
instead of saying array[1][2]; I said array[1,2]
« Last Edit: March 08, 2010, 01:58:51 pm by winner »
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winner

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Re: My seven day roguelike
« Reply #11 on: March 08, 2010, 07:06:23 pm »

I hit my head against the wall again. For some reason shove stopped working and I all the things that I think could be responsible look bug free when I examine them.

edit: and found it, I had changed the game from real time to turn based so the input was out of sync with the display.
« Last Edit: March 08, 2010, 10:03:52 pm by winner »
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winner

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Re: My seven day roguelike
« Reply #12 on: March 08, 2010, 10:10:07 pm »

the game now has fences that you can put up and take down to direct where the jellies go
and I changed to food to look like grass.
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winner

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Re: My seven day roguelike
« Reply #13 on: March 09, 2010, 01:15:31 am »


I can now feed jellies into the bottling plant
tell me what you think of this instructional text.
Spoiler (click to show/hide)
« Last Edit: March 09, 2010, 01:22:00 am by winner »
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darius

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Re: My seven day roguelike
« Reply #14 on: March 09, 2010, 04:08:33 pm »

very original! Supporting 100% +1 % for jelly idea :]
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