So I'm making a very classical roguelike dungeon crawler for the /DRL Challenge. I think I managed to get a very good start today, mostly because I could use map generation algorithm and some of the graphics form my earlier game Prim's Labyrinth. This is what I have so far:
- Procedural map generation. Prim's Labyrinth was using the Prim's Algorithm and for this game I tweaked a kind of drunken version of it. Insted of neat intersections the algorithm creates different sized rooms and the "maze" can continue from any part of any wall. The rooms are not necessarily aligned and they often break into each other, creating loops and maps that more resemble a dungeon.
- Path finding and line of sight. Path finding is one of those things that are really simple to do in PuzzleScript. Line of sight, not so much. Gladly I had already dabbled with this earlier. What I have now is not perfect, but already way better than in Prim's.
- Basic inventory. There's an inventory with limited number of slots. The player can pick up and drop items.
- Monsters. Or actually, a monster. There are a few cave bats flying around. No combat though.
The hard stuff is all ahead: Combat, modifiers from weapons and armors, experience, hunger, these ar all going to pose some challenges, since Puzzle Script doesn't have variables or any kind of arithmetic operations. Tomorrow I'll be continue first with the inventory and hopefully end up starting the work with the combat system.