7DRL 2010: Terraforma
7DRL 2010: Terraforma
I threw my hat in the ring for this year's 7 Day Roguelike competition. I'm not expecting to come anywhere close to a complete game, but I'm excited about the excuse to plan and at least begin development on a new FB project.
My game is called Terraforma, and I'm limiting it to a randomly generated overworld that expands as you power up a portable terraforming generator. Your goal will be to keep your generator powered and increase its level to make your way back to your damaged cruiser.
Details, screenshots, and development notes at my new Roguelike / Indie gaming site:
http://roguewombat.wordpress.com/
My game is called Terraforma, and I'm limiting it to a randomly generated overworld that expands as you power up a portable terraforming generator. Your goal will be to keep your generator powered and increase its level to make your way back to your damaged cruiser.
Details, screenshots, and development notes at my new Roguelike / Indie gaming site:
http://roguewombat.wordpress.com/
Well, I made it to a walkaround / worldmap generation demo. Not bad considering I didn't even think I'd get any code in. ; )
Screenshot / Windows download at:
http://roguewombat.wordpress.com/2010/0 ... orma-pt-3/
Also, I recommend Aave's entry... a very cool RL playable via Telnet!
Screenshot / Windows download at:
http://roguewombat.wordpress.com/2010/0 ... orma-pt-3/
Also, I recommend Aave's entry... a very cool RL playable via Telnet!
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@Jocke - Thanks! Glad you chimed in... gotta finish this one for BeastRogue. : D
@Lachie - It'll be space opera... a game of survival on a distant planet. The idea is you'll have to keep your Terrapack (a mobile terraforming unit, the & in the middle of the starting Sector) fueled up while trying to find your way back to the Cruiser you landed on (that holds the main terraforming generator).
I'm playing a little fast and loose with traditional terraforming tech by having localized terraforming that slowly expands out over the planet surface. But the gist of the story will be that some catastrophe has cut you off from the Cruiser and you need to find out what.
It'll take a lot of calibration on mineral drops to get it right, methinks. Also, I'm considering what it would be like to have other crew at your home base... doesn't make any sense for you to appear alone with a Terrapack when you've gone out as a group of settlers. I think what I'll move toward is having minerals easily scavengeable off the planet surface but others in small caves that can be mined. You'd then have to locate these and get some crew to come work the mine to have a constant supply to your Terrapack while you go off exploring. Will probably have to post other crew as sentries to keep new monsters from appearing in Sectors and secure your supply routes.
We'll see where this goes. : D
@Lachie - It'll be space opera... a game of survival on a distant planet. The idea is you'll have to keep your Terrapack (a mobile terraforming unit, the & in the middle of the starting Sector) fueled up while trying to find your way back to the Cruiser you landed on (that holds the main terraforming generator).
I'm playing a little fast and loose with traditional terraforming tech by having localized terraforming that slowly expands out over the planet surface. But the gist of the story will be that some catastrophe has cut you off from the Cruiser and you need to find out what.
It'll take a lot of calibration on mineral drops to get it right, methinks. Also, I'm considering what it would be like to have other crew at your home base... doesn't make any sense for you to appear alone with a Terrapack when you've gone out as a group of settlers. I think what I'll move toward is having minerals easily scavengeable off the planet surface but others in small caves that can be mined. You'd then have to locate these and get some crew to come work the mine to have a constant supply to your Terrapack while you go off exploring. Will probably have to post other crew as sentries to keep new monsters from appearing in Sectors and secure your supply routes.
We'll see where this goes. : D
I've recently switched to FBEdit and in migrating projects over rediscovered Terraforma and how much I loved the idea. I need to flesh out some of the game concepts a bit further, but I'd say consider this under development again... It'll be my go-to project when I get bored w/ my FBGD competition development. : D
I probably won't get anything serious out of it for the next few months, but I'm definitely open to continued feedback and ideas.
One thing I realized is that it's a lot of fun to see the world expand and have varying terrain, but as fun as it is to play the role of "Harvester" in gathering minerals and powering up your Terrapack, I think the novelty will quickly wear off. In that regard, I think it'd be best to provide a way fairly early in the game to establish more efficient mineral gathering. I hinted at mines before and think I'm going to pursue that further... the gist of it being that if you unveil a sector with a working mineral mine, you can clear the sector of creatures and establish a security guard to keep monsters out. You can then set another person to work in the mine while you go off and explore the map. My first thought was you'd just have to come back by later and retrieve the minerals they've dug up, but I'm thinking it would be cool for minerals to be instantly transported back to your Terrapack by your workers. For this to happen, I think you'd need secure control of every sector between the mine and the Terrapack.
If I'm going to establish this sort of partnership between the player and NPCs, it'd be helpful to see in the sector map visual representations of what your people are up to. To that end, I think some of the devices that should be available to find should add new features to the map w/ additional landmarks for working mines, secure areas, etc. Will have to give it some more thought, but I do think I'll be sticking with the "no armor" idea, just weapons and special items.
I probably won't get anything serious out of it for the next few months, but I'm definitely open to continued feedback and ideas.
One thing I realized is that it's a lot of fun to see the world expand and have varying terrain, but as fun as it is to play the role of "Harvester" in gathering minerals and powering up your Terrapack, I think the novelty will quickly wear off. In that regard, I think it'd be best to provide a way fairly early in the game to establish more efficient mineral gathering. I hinted at mines before and think I'm going to pursue that further... the gist of it being that if you unveil a sector with a working mineral mine, you can clear the sector of creatures and establish a security guard to keep monsters out. You can then set another person to work in the mine while you go off and explore the map. My first thought was you'd just have to come back by later and retrieve the minerals they've dug up, but I'm thinking it would be cool for minerals to be instantly transported back to your Terrapack by your workers. For this to happen, I think you'd need secure control of every sector between the mine and the Terrapack.
If I'm going to establish this sort of partnership between the player and NPCs, it'd be helpful to see in the sector map visual representations of what your people are up to. To that end, I think some of the devices that should be available to find should add new features to the map w/ additional landmarks for working mines, secure areas, etc. Will have to give it some more thought, but I do think I'll be sticking with the "no armor" idea, just weapons and special items.
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