this afternoon i added item pickups to my dungeon crawler. monsters can now drop coins, health or potions (whose effects will last a few turns)
logs for important contextual moments! will add a sound effect for things 'noticing' you as well, i love the sense of dread that comes with this
got a first version of enemy pathfinding working. monsters now chase and attack you
simplified the visibility check: if you're in a room, the entire room is lit up. if you're in a dark corridor, you only see the tiles next to you.
i also found the reverb tools (:
added fog of war to remember areas of the map you've already visited. some bugs in the visibility ray cast here but that's okay
good news for this project: i've made jquery entirely unnecessary using a one-line CSS hack.
don't tell anyone but i ported my dungeon crawler from python to godot. it's way easier for me to handle and i can make portable builds without a hassle. scripting language is surprisingly similar.
quick color palette idea, not sure if i'm going to go with rogue-style text representations for entities or actual sprites. leaning towards maximum possible simplicity so sound can do most of the lifting
probably in over my head but i'd love to make an automated growing map of the full history of my run routes. one day
my 20 most recent runs
116.66 km total
9.09 km - 0:55:10 - 5:39/km
3.54 km - 0:20:28 - 5:47/km
random rooms + field of view!
managed to get rooms and tunnels to draw using functions that are way too sophisticated for me to wrap my head around.
next up i'll try to add some semi-puzzly combat, goal tiles (ladders?) and a way to play sounds. python is....... a lot
artist / designer → minit, the stanley parable: ultra deluxe, accounting+, dr. langeskov
EN / DE
Merveilles is a community project aimed at the establishment of new ways of speaking, seeing and organizing information — A culture that seeks augmentation through the arts of engineering and design. A warm welcome to any like-minded people who feel these ideals resonate with them.