OPS Alpha 0.1.0


Ok, so I'm gonna be doing Devlogs of what's in each update, starting with the initial release of the alpha. I'm going to talk about stuff in the order they were added, so here we go.

First, we have the movement system, which took me a while to get right. It was important to me that the player moved in a grid, that way it would be aligned with the pixel grid. This works like many simple movement systems and uses WASD keys. I also added a sprint button, which doubles the speed. I don't plan on making turn-based combat, or at least limiting the player's movement in any way.

Next up, we have the rooms, there are three rooms at the moment. The straight room, the crossroad room, and the dead-end room. While each one has a number of paths/open sides (2, 4, and 1 respectively) It can be limited depending on how generation goes. At the moment I plan on keeping the number of rooms limited until my enemy and item spawning systems are set up, so I won't have to copy stuff into each room every update. Until a beta release, I plan on keeping the rooms shapes the same, but when most of the game is done, I plan on adding a variety of shapes these rooms could come in. As of right now, generation is simple, it's an algorithm that chooses paths based on how many rooms there are and how many I want. Based on the number of rooms it has left to place, it will place rooms with fewer paths over time until it gets to 0, in which case it makes everything left a dead end. It won't perfectly get the number of rooms I want, but it's good enough. If a room is about to be generated over an existing one, it cancels and generates a wall behind it so the room before it would have one less path. If two rooms are going to generate on the same spot, they both cancel in the same way.

I'm really looking forward to making this simplistic roguelike more fun and interesting, I'll try to send out new builds whenever I can.

Files

OPS Alpha 0.1.0 14 MB
Jul 27, 2020

Get One Pixel Swordsman

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