7DRL Dev log, days 1 & 2


Day 1: A trap! Otherwise known as: set-up

For this challenge I'm using my own home-build JavaScript engine, and I've spend the the first day setting up and connecting everything, and putting the map, player, and enemies into place. My own engine is at most a quarter as powerful as rot.js, but the big upside is that I know everything inside out and can just reach in there and adjust whatever I want. The downside is that it's feeding my worst habits; I've already started writing my game logic straight in the engine code.

This is intended to be a quick coffee break game with small levels, so they can be allowed to get nice twisty and chaotic. I'm using a traditional rectangular-rooms-and-hallways level generation, but I squashed the numbers so there's a fair chance of rooms overlapping and hallways twisting back to their starting point. It may not deliver a realistic lay-out, but realism is not the goal here.

Day 2: Kick it!

More progress today! I nailed down the look of the game (partly thanks to some old CSS experiments I had lying around), started implementing the items system (always a mayor headache, so I'll postpone finalizing this for day 3) and got a good start on the Piss and Vinegar system. Basically, the player will have only two stats, Piss and Vinegar, that both will change wildly during play. Piss influences the damage of some of your attacks, and can be used to fuel some skills. Vinegar represents your life force and will to live, so you'll have to keep it above zero.

The Piss stat also fuels the one thing necessary for a Dark Messiah inspired game: The ability to kick your enemies.

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