Friday, 22 March 2013

Magic Fountain update 02

So I never really announced the game.
Introducing Magic Fountain my entry for the 2013 annual Seven Day Roguelike Challenge.
I am a bit disappointed in what I managed to achieve. It was supposed to be a game about choice and cool air or mech vehicles. The vehicles did not get in, nor did the heavy weapons, that you rip off vehicles/barricades. The level choice made it though, each level has 2 different coloured portals, each colour takes you to a different island type, and different enemies.  Most likely some islands types are easier than others.  Find the fountain, save the day.

Regular players of my games will recognise that the game uses the Troll Slayer fighting system, as well as my Warhammer 40k fatality system. Critical hits have been toned down though.

Just a quick bug fix update. There were and still are a few bugs that made the game unplayable.

Fixed freeze bug on populating monsters on first level
Fixed crash bug on ordering allies to escape level when there is no down stairs.
Fixed creature generation, you now get the correct island creatures not just the standard "forest" ones.

Activated fatalities to monster attacks.

Friday, 15 March 2013

There is never enough time...

"Time for what?"
"To satisfy a woman"
Hmm probably should have done a timecop roguelike :)

Day 4ish progress.
Anyway... I really have to pull something out of the bag.


Sunday, 10 March 2013

2013 Seven Day Roguelike

Yep that time of the year again, it comes around so quickly...

Anyway, time to dust off the old code base and whip out a new game.
As per usual I have a very loose game idea which should, I hope, ripen in to something barely resembling a playable game.

Lets see... *quick internet search*, this will be my 9th 7DRL attempt and hopefully my 7th successful one.

I will be creating something very loosly based on two songs that have entered my thoughts sometime in the last month, Art vs Science's song Magic Fountain, and Gorillaz video clips from Feel Good Inc/El Manana.

Tuesday, 20 March 2012

Waaaghammer with gfx?

Look I am sick of people asking that question. Like come on, Waaaghammer has only being released for a couple of days, jeez. If I had a throne gelt (dollar) for every time I have heard that question, well, I guess I would be a very poor citizen.

Anyway enough messing around,
What would Waaaghammer 7DRL look like with tiles?
 

Well perhaps it might look like that, but I doubt that the orcs would be wearing space marine armour. The squigs and grots are represented here as random mutants.

Anyway, come on corremn, enough mucking around and get to fixing the 'nids, err I mean bugs in Waaaghammer before dreaming of the future.


Graphics courtesy of Psiweapon (units) and the rest, well I guess, the generosity of the internet (if ya know me meaning ;)

On a completely unrelated note, Psiweapon doing much lately? :)

Monday, 19 March 2012

7DRL Success: Waaaghammer

I am pleased to announce the release of my 6th Seven Day Roguelike WAAAGHAMMER.
So I got there in the end, it nearly killed me and I feel totally drained.
In this game, you play the role of an orc, awakened to find himself alone and confused. You must guide your orc through Orcish society to find his place in the world, or die trying.
Version 02: Waarghammer (What's a 7DRL without a few bugs, too bad they were not 'nids :))

The bug-fix release is already uploaded.  As per 7DRL spirit no major changes in the game where added.

Read the Manual before playing. 
Windows binary and code available.
I might post more on this later.
Cheers.
Have fun.

Friday, 16 March 2012

Waaaghammer 7DRL - Day 3

Progress is going slow, but I am hopeful. It will take a mammoth effort from here.  Wish me luck.

Saturday, 3 March 2012

Waaaghammer 7drl

"'Ere We Go, 'Ere We Go, 'Ere We Go!"

So I will use the coming up seven day roguelike competition to kick start my project again. Since I have already developed the Space Marines it would appropriate to create new content for the challenge. Whether the Space Marines will actually feature in the game only time will tell. But there will be Orcs, oh yes, there will be Orcs.

Everyone's favourite fungus-spawned green-skinned tooth-pulling nutters will be the feature of my game.  My real aim is to get squad control working, as you pull your orc up from the swamp, and work you way up through clan life to be the ultimate war boss. We will see though...