7 Day Roguelike 2022: Interactions
I implemented most of the gameplay tonight. Gameplay consists of performing simple daily tasks like making tea or placing a flower on an altar.
Read more...I implemented most of the gameplay tonight. Gameplay consists of performing simple daily tasks like making tea or placing a flower on an altar.
Read more...Tonight I added the motivation system. It’s a number which gradually ticks down, and if it gets to zero, you lose. It ticks down faster when you’re uncomfortable, such as when you’re standing in the rain or flood water.
Various things can restore your motivation, like sleeping, or visiting the lake.
Read more...Tonight I added the concept of time to the game. Each day, as time progresses, the light and visibility systems respond to the passage of time, simulating a sunrise and sunset, and making it dark at night. There are three different rain modes (light, medium, heavy) and a randomized (ahem, “procedural”) schedule that makes the rain get heavier over time (on average).
Also each day the flood level rises, and when you walk into the flood water the ‘@’ sign is partially submerged!
Read more...I spent the day adding assets. There’s a large lake one one side of the map with a pier. Lamp posts, grass, and rocks are randomly placed around the forest. There are patches of flowers and tea plants.
In addition to looking nice, the grass serves the purpose of showing players where they have been, as when you walk on the grass it gets trampled and its sprite changes.
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