Hello all! I hope you’ve been having a good week.
I’m a little sad to report that I have failed the Seven Day Roguelike Challenge this week in the primary goal of completing a game within those seven days. Once I had declared that I was taking part in this challenge, life decided to interrupt early and often. I didn’t get much sleep at night the first few nights due to our son waking up and being noisy. Then there were a number of events that my wife wanted to go to, so I had more baby duty than normal. My typically low stress days at work were fairly busy leaving little energy to get any coding done afterward. There were a number of other small things that served to drain my motivation to work during what free time I did have. And finally my wife is coming down with what is potentially strep throat. Individually these problems would have just been minor setbacks, but all combined during this past week created a pretty hefty wall to try to climb over.
With the goal of learning about new things, I had a lot of success. When I was really interested in procedural generation, I tried making a roguelike following a tutorial. However I quickly ran into a number of roadblocks and ended up putting that type of game out of my mind for a while.. This 7DRL challenge got me to think about those issues again and I managed to design the code in a way that worked this time around. The main areas I was having issues were dealing with high object counts to slow down the game logic each step, separating the camera from the game world, noticeably slow draw times, and designing a Graphical User Interface system. I have working solutions to these areas now and will have that code base to work with on future projects including next year’s 7DRL. Along with that, some old ideas that had been lying dormant for years have resurfaced; I will probably end up working on a game inspired by Final Fantasy Tactics and Fire Emblem in the future.
I look forward to seeing you all next week!