Hopefully next week I’ll put up a web start version of fury, but it’s sort-of playable (but not very fun yet), but most major features are in.  Here are some up-to-date screen shots:

Title screen

Title screen

Exploring the dungeon

Exploring the dungeon

Victorious in combat!

Victorious in combat!

The mini-map.

The mini-map.

Well, I officially failed, again. I guess I knew going in things were going to be tough.  But, I have most of the gameplay for the battle screen done.  I’m going to continue working tomorrow, and hopefully get something up and running.

Latest screenie:

Our hero has finished one of the beasties, now for the last one...

Our hero has finished one of the beasties, now for the last one...

Work continues on Fury.  The battle screen is coming along nicely, still tons to do. You can actually engage in combat with one or more creatures, and the results of the combat are displayed on the screen.  Not very impressive, I know, but there’s lots of stuff done under the covers.

Latest screencap:

Our hero faces off against scary things.

Our hero faces off against scary things.

Finally got some actual UI stuff rendering tonight.  Still not very exciting, but it’s beyond the prototyping stage.  I was hoping for something playable-ish by now, but ah well. Maybe tomorrow night battles will be able to occur.  Then I still need to be able to move around a dungeon, build a bunch of monsters and a bunch of items for item decks.

Seems as if our hero has backed himself into a corner!

Seems as if our hero has backed himself into a corner!

End of the 3rd night of coding, and I only have a prototype screen done (it doesn’t do anything yet). Not boding well for my chances.  Lots of the underlying battle system works though, so now that I have this done, the rest may come quickly.

Without further ado:

screen-shot-2010-03-09-at-94114-pm

Just got a project set up for Fury on google code. I’ll be GPLing the code again this year.  Everything I’ve done so far is checked in:

https://code.google.com/p/fury-roguelike/

Working tonight to at least get a basic battle UI showing, and maybe start working on some map generation and moving the guy around the screen. Maybe some screenshots later if things go well.  I have also decided to try Google’s Guice and Mockito projects as part of this (it’s always a good idea to throw some new technologies in the mix when you’re trying to get stuff done in 7 days).  We’ll see how it goes.

End of day one of coding. I have the basics of the battle system done, lots more work. Using JUnit to put together some tests, I <3 unit testing. No UI yet, just a bunch of output to verify that things are working as I expect.  Here’s some test output:

Starting battle...
=========( Round 1 )==============
Next item in deck, attacker = Enemy 1, defender = Player
Item chosen from deck is Test damage item (1)
Doing 1 against Player
Player health is now 9
Enemies in battle: [Mob{name='Enemy 1'health='10'}]
Enemy player is facing now: Enemy 1
Next item in deck, attacker = Player, defender = Enemy 1
Item chosen from deck is Test damage item (5)
Doing 5 against Enemy 1
Enemy 1 health is now 5
Seeing if Enemy 1 is dead
Round 1 is over
=========( Round 2 )==============
Next item in deck, attacker = Enemy 1, defender = Player
Reshuffling deck
Item chosen from deck is Test damage item (1)
Doing 1 against Player
Player health is now 8
Enemies in battle: [Mob{name='Enemy 1'health='5'}]
Enemy player is facing now: Enemy 1
Next item in deck, attacker = Player, defender = Enemy 1
Reshuffling deck
Item chosen from deck is Test damage item (5)
Doing 5 against Enemy 1
Enemy 1 health is now 0
Seeing if Enemy 1 is dead
Mob{name='Enemy 1'health='0'} was dead, removing
Player won :)
Round 2 is over

I’m going to try a 7DRL again. Doomed to failure because I really don’t have the time right now, but what the heck.

I’m going to try to mix RL basic play (moving around a random dungeon, random items, etc) with a CCG mechanic. Your equipment will basically be your “deck”, and as you get new equipment, you can build your deck based on the type of character you want to play.

Which means there will be a “battle screen”, instead of the traditional bump-combat you see in roguelikes.

It’s 4:48pm in Dallas, and I’m starting now.

Finally launched:

When Zombies Attack!

Enjoy. Only version 0.1, so likely lots of bugs and so forth.

My 7DRL, When Zombies Attack, is not dead. I have continued to work on it and have made good progress.  It will most likely be a 30-40DRL rather than 7, but I’ve reached a point where most stuff works and am now working on bugs on polish and a few small features that are left to be implemented.

I’m hoping to release in the next 2 weeks or so.

© 2011 I Am A Giant Nerd Suffusion theme by Sayontan Sinha