Monday, March 5, 2012

Something completely different

TL;DR: The new project is coming along... one week left!

So, I'm getting along with my Rogue-like project which is currently consuming most of my time. Things are looking better but the game-play isn't near the point where a public presentation is wise. The initial set of characters will be tiny and you can expect about four types of weapons and three types of armour as loot. Coins might make an appearance, but only as upkeep for your army, acting as a pacing mechanism to add urgency. The upkeep rate will also be proportional to difficulty level.

I have settled on microphysics.js to temporarily provide dynamics. I will need more time to properly research physics library options for html5 development. The options are varied and solutions that use CPU or OpenCL acceleration would be preferable.

Anyway, there's the work-in-progress screen-shot and I apologise because it isn't very pretty :
The brave adventurer surrounded by dogs.
Progress on Rogue-like with working title "manband":

  • Adapted terrain example to generate the arenas using Perlin noise. (I'd like to spend more time in a future post on this...)
  • An arena can be defined with a small set of parameters, enabling random generation or defining tile-sets in a JSON file.
  • Basic character class with RPG-related stats.
What's next?
  • microphysics.js sphere/AABB limitation limits structure placement to axis-aligned orientation only. 
  • Terrain dynamics will have to be faked - abstracting dynamics to spheres-on-a-plane and setting the sprite heights directly from the terrain's data.
  • Character dynamics and passive AI.
  • Loot management.
I plan to use dat.gui for tweaking character parameters during testing and for the loot management system.

Till next time...

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