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Show HN: Sleeping Beauty, a 7-day roguelike game

ondras.github.io

31–40 of 101 posts

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#31
post #30

This is incredible. As someone who's wanted to try making something like this for a while but just doesn't know where to begin, can anybody recommend useful resources or suggestions on how to get started? If it helps, I work mainly in C# and so would prefer that if possible, but this could be a good way to get familiar with a new language.

What about http://www.roguebasin.com/index.php?title=Main_Page ?

Oh, this is super cool: http://www.roguebasin.com/index.php?title=How_to_Write_a_Rog...

That doesn't get me out of my language/framework paralysis, but otherwise it looks like a decent roadmap.

Thanks mate. Also your game is amazing; thanks for sharing it.

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#32
post #12

Earlier quoted context omitted.

Is there a "wait" command (usually '.')?

No. For no particular reason. But there is generally little room for movement tactics, as you cannot flee from combat...

It seems like enemies can't open doors, at least from what I could tell. So even if you can't outrun them you can hide behind a door?

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#33
post #8

Earlier quoted context omitted.

Ah yes that will be a problem for some. An easy solution there is to use different glyphs for the different colors as well.

True. Unfortunately, my font of choice (Metrickal) only covers basic ASCII. But its glyphs are very neat otherwise :)

Since the combat is in a separate playfield, you can reuse glyphs from elsewhere. What about \ / for attacks and ^ v for magic?

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#34

This is incredible. As someone who's wanted to try making something like this for a while but just doesn't know where to begin, can anybody recommend useful resources or suggestions on how to get started? If it helps, I work mainly in C# and so would prefer that if possible, but this could be a good way to get familiar with a new language.

The author himself built a neat roguelike engine in Javascript. I wonder if he used it to build this game.

http://ondras.github.io/rot.js/hp/

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#36

This is really well done! And I particularly like the combat. Filling the field with your attacks and enemy attacks really forces you to decide if you want to risk getting more of your attacks or be forced to take a really big hit yourself. I love the strategy and risk-reward that you provide with this setup.

Can someone explain how the combat is supposed to work? I suppose that if I had more experience with these kinds of games it might be obvious.

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#37

This is incredible. As someone who's wanted to try making something like this for a while but just doesn't know where to begin, can anybody recommend useful resources or suggestions on how to get started? If it helps, I work mainly in C# and so would prefer that if possible, but this could be a good way to get familiar with a new language.

The author himself built a neat roguelike engine in Javascript. I wonder if he used it to build this game. http://ondras.github.io/rot.js/hp/

Yes, the game uses some (few) components from the rot.js toolkit.

Re: Show HN: Sleeping Beauty, a 7-day roguelike game

#39
post #20

I'm colorblind and am having a hard time with the "you attack" vs "enemy attacks (magic)" color choice. Outside of that, I'm digging this.

I agree, the yellow/green/red is rather difficult to distinguish. Aside from altering the colors, it could also use different symbols. In general, it's good to have multiple distinguishing qualities (e.g. color, shape, texture). This helps make things more distinct for all users, not just those who might be colorblind.
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