Skip to main content

7DRL fail.

So close to being finished, but I don't think I'm going to beat the deadline.

I still have to do enemy attacks and put in the code for switching levels, but there's just not any time left. :(

I'd also have to do something about packaging it for people to play and getting people to test it to make sure it works.

Anyway, next year 'll give it a try again. I learned a lot and I'm sure I'll have a lot of useful stuff to put in to the mix next time, and so won't have to write so much from scratch.

The biggest drain on time has been testing everything and clearing bugs. It didn't leave much time for actual design, and like 70% of features didn't make it past the coding stage.

Stuff that i wanted to work on (parts of the code were there but not working):
Hacking, some drones have a hacking module making them able to activate repair booths or damage nearby enemies from a range.
Stealth, some enemies and player units should have stealth, making them invisible.
Weapon stats. Right now every weapon is 100% accurate and just blazes away at the enemy armour. I wanted so much more including hit location tables, ranged attacks and accuracy.
map nodes and AI nodes. Some computer booths where supposed to have a special effect if you activate them with a hacker, such as revealing the level map, or making every enemy drone inactive.

Here's a picture of the final result in all its not finished glory:
It was fun to join the competition anyway, I got a lot out of it and learned some stuff that's going to be really useful when working on my main project again.

Comments

Popular posts from this blog

Upstairs / Downstairs.

I've decided to make my prefabs multilevel. Later this should allow me to add pit traps and other great stuff. It also makes it easier to line up stairs so that you can exit them on the same co-ordinates where you entered them. The prefab editor is pretty much finished, it just needs some code for loading up prefabs from a saved dictionary, so that they can be checked or edited. The entries will need to be forwards compatible, so I'll be loading each tile and then translating the indexes to a new array, that way if I add extra indexes or extra info (like traps or puzzles) I'll be able to update existing prefabs to work with the new standard. Click for a video.

Automating Level imports from Blender to Godot

  Recently I've been making some levels in Blender an importing them into Godot. There are only about 7 or 8 shaders for each level, not counting dynamic objects which will be added later. But to improve rendering performance, it can be a good idea to split the meshes up into sections. At that point you might be faced with a list like this: Or it might be even more chaotic, if you didn't use simple names for the objects in your level. So it can take a long time to sort out all the meshes, make them unique and add textures and so on. Blender imports with simple Blender textures, or with placeholder materials. This is sometimes OK, but if your Godot shaders are very different to those used by Blender, it means applying new materials to every mesh object in the level when you import the scene. I found that during the design process, I was importing and readying a level several times before I was happy with the final layout. So at first I was wasting a lot of time. In Blender, I us

Advice needed on tilesets...

I need some advice on which is the best way to handle building the dungeon. Right now I'm using prefabs for my dungeon, they have a north south east and west section for each "room": The basic tileset. This has several advantages, and also several disadvantages. Firstly I can have curved rooms, I can have tunnels and other interesting shapes. The tilesets can look quite nice with a little work. On the other hand I can't easily get the navigation data before building the map and once the map has been built I can't make changes to the layout, like having active pit traps or believable secret doors. Although the rooms are interesting, they are quite repetitive, and it takes a lot of effort to make even a few different variations. Also rooms are constrained to one size. A newer version of the tileset with a lot of variant parts for making more interesting rooms. To create a tile set is a real headache too. Planning how to lay out the UVs, trying to cra