Playtest and proof of concept for upcoming roguelike, made with @Krystman 's LazyDevs Porklike tutorial.
MEDIUM-SIZED UPDATE 24 MAR 24
More graphics, sounds, and quality of life juice!
CHARACTERS:
LoRA: Has a good base strength, but no stealth. Repels enemies, who get damaged if they collide with something.
V1p3R: Has great stealth but no strength. Dashes through enemies.
CONTROLS:
O(C/Z) to bring up menu and confirm. X ( X ) to use your special ability or to cancel.
ERROR CODES
If you flatline, you'll receive an error code, and the name of the data construct that caused it. The parts of the error code are, in order,
player, floor, kills, programs installed : steps.
CHANGELOG
changelog:
to do:
make enemies with ranged attacks (there are turrets that can't move but will shoot you at orthoganal angles)
make trails that follow certain enemies?
create data shards on each level that, when interacted with, give different choices
code boss fight
code multiple endings
severely reduce token count to accommodate these changes
v.1.10.1
gave player 2 random consumables at start
v.1.10
Finished porklike tutorial.
fixed LOS
added more sounds
fixed skin tone of V1p3R and LoRA to look more grey
changed LoRA's special graphic to better reflect what it does (+ instead of o)
tweaked LoRA's special mechanics
added hints to previously-installed scripts
added intro screen
added screen shake
began to worry about token counts
didn't sleep
send help
v.1.9
massive update to graphics and sound
added damage to LoRA's push attack if enemies collide with walls.
v.1.8.1
changed death stats to be an error code based on your stats in game.
v.1.8
added death stats
cleaned up a bit of code
started to panic as I hit 7,300 tokens
v.1.7.4 hotfix
fixed fog of war not updating when V1p3R dashes.
v.1.7.3 hotfix
fixed bug where enemies that popped out of bits/bytes are invisible.
v.1.7.2 hotfix
fixed full inventory that I'd accidentally left in while testing
v.1.7.1 hotfix
fixed bug where you could break the game by getting 7 items
v. 1.7
finished coding different programs that you can install in yourself and others.
changed end map to the boss room, notably empty of boss at present.
v. 1.6
add dash and repel abilities for V1p3R and LoRA respectively
define programs to install
create boss room
fixed intro tilte screen song
v.1.5
created a database of enemies and items
made enemies to populate each floor that get progressively harder
changed the tileset again after playing Tron 2.0 to figure out why the screen looked so loud
v.1.4
Made map tiles that went through several iterations before settling on a good aesthetic
added wall overlap on the top floor tile of each room
added decorations like wall lights, bad sectors, etc
v.1.3
cleaned up some of the code
added cyberspace entry point and basic win level (both to be severely updated)
v.1.2
decided on multiple endings and made plans for the mechanics required to achieve that
added door generation
added floor announcements and activated warp points
v.1.1
added procedural generation for rooms and hallways
v .1.0
made and updated throw functions
made a test map for you to try the mechanics out in
v.0.0.12
created stealth mechanic
fixed character select and music select stats
v.0.0.11
created "process" and "deploy" dummy functions
v.0.0.10
added stat buffs selectable through inventory
added character select menu
made full color label
v.0.0.9
created second character and implemented basic switching via code/variables
made menu screen graphics
v.0.0.8
added a menu
made user pic
started dreaming up second character to play as
v.0.0.7
added fog of war
fixed bugs where enemies didn't visibly attack
v.0.0.6
fixed some bugs and optimized tokens
v.0.0.5
made custom game over "FLATLINE" screen
added better AI
made possible intro screen
updated/fixed palette shift function to have more reds/oranges
added printo carried over from PONY9000 for better outline text
enemies speak japanese because a simple "!" and "?" was too cute
added HP display, might fix later because I want the datacell to display, not mans
v.0.0.4
added mob functions and rewrote player as part of mob
learned that mob is short for mobility, not "a mob of enemies"
put in palette shift system for later
implemented better collision system to prevent OOB and hide behind enemies
v0.0.3
dynamic text boxes
made a lil security program guy
v0.0.2
created test map
learned about sprite flags and how they work for collisions and interactions
set different interactions with different objects, made a test text box
v0.0.1
made sprites
made turn-based movement that uses destinations that pull you to them (instead of pushing you based on button press duration)