7DRL end
The original idea for this game was that instead of monsters being presented in clear kinds, they would be identified from distant glimpses and silhouettes, and that it would be a necessary to work out what they were to know how to avoid or defeat them. This would correspond to classic roguelike item identification, and potentially make monsters feel scarier. The basic mechanic is implemented, but unfortunately I didn't have time to work out supporting mechanics or world structure to make it interesting or really relevant.
I'm still counting the game as a success because it does have basic lighting and sound stealth mechanics. I think the mechanic where you lose sanity for seeing monsters closely is at least mildly interesting, especially since it creates tension between light as a way to avoid or scare away monsters, and the likelihood of seeing them better and losing sanity.
This is in Rust with bracket-lib. I started from existing code for UI, save/load, and basic game logic for moving around and other simple features. A lot of that code was cleaned up from my 7DRL last year. The hardest parts of the new code for 7DRL were lighting and tracking monsters so the game can identify seen monsters by letter. I'm using generational arenas instead of an ECS this time.
Files
Get Temple of Slithering Things
Temple of Slithering Things
A 7 day roguelike for 7DRL 2022. Steal the Orb or go insane.
More posts
- Minor fixes releaseMar 30, 2022
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