Still focused on UI improvements, but incorporating some major changes in the world model, procgen and some crafting.
You can play it online here or here. Your suggestions for improvements and content are also welcome in the community.
- Add tree variations
- Add intro screen
- Sleep comfortably in bed and bedroll.
- Don’t faint when fully fatigued, but unable to work.
- Add food that recovers fatigue and health
- Remove “safe to sleep” places (for now)
- Multiply stamina consumption when hungry
- Allow chopping down world objects (doors, walls)
- Prevent dropping items in solid tiles.
- Add jumpable world objects, walkable only for the player. Apply for Wooden Gate.
- Remove PEX for now until the economy is implemented.
- Add error beep
- Created crossfade for normal time of day change. (gecko)
- Position newborn animals correctly.
- Make newborns immortal.
- Prevent adding trees to flooring tiles and solid places.
- Add prizes to stations including Bedroll.
- Prevent animals from being generated inside fenced areas.
- It works but is not very optimal. It will be reworked next version.
- Add map border (unbreakable mountain)
User Interface – Display
- Display the item icon on the list.
User Interface – Input
- Restore explicit farming mode and shift to turn.
- Remove auto-mine.
- Auto-equip tool when bumping into stone or tree.
- Confirm prompts with Ctrl, Space or Enter.
- Remove vi keys movement.
- Execute all actions on key up instead of keydown (only movement on keydown)
- Remap keys to enable clean WADXpad movement
- Add flooring layer to level
- Model doors as transformable items instead of cells.
- Bridges that you can cross.
- Wooden floor, Wood walkway, Stone road
- Wooden wall
- Add pathfinding infrastructure
- Craft “flooring” instead of map cells.
This version, of course, will be the closest thing to the original 7DRL Challenge entry, without any major content additions but rather focused on adding a Save/Load function and some important UX improvements. You can play it online here or here.
Your suggestions for improvements and content are also welcome in the community.
Here’s the full changelog:
- Prevent overflowing of messages in the top text box.
- Change facing automatically. (Except if Shift is pressed).
- Select and use Axe or Pickax automatically when bumping into trees or rocks.
- Unify contextual actual with Pickup command.
- Improve nap/sleep prompt.
- Display response to prompt.
- Confirm craft with Ctrl or Space.
- Display “fatigue” instead of stamina.
- Don’t remember location of animals.
- Preserve wild animals as long as they are close to the player.
Audio (by Quietgecko)
- Added new melodies
- Adjust the timing of the melodies system
- Fixed some action SFXs not playing.
- Don’t faint at 2am, instead become sleepy and spend more stamina on night.
- Decrease more fatigue when taking a nap.
- Get more wood pieces per tree.
- Ensure at least 1 stone or wood are produced.
- Add “wooden gate” to crafting recipes.
- Big internal refactors to pave the way for future developments
Games are saved using my circular-functions library, along with lz-string to compress its output.
I managed to finish another game for the 7DRL Challenge! you can play online here or here.
Emerald Woods is the farming and exploration roguelike I always wanted to make. It’s inspired by games like Harvest Moon / Stardew Valley, however with some big differences:
- You are alone: there is no town to buy things from, there are no other humans for you to buy with gifts.
- You can die off hunger and sickness, so you gotta be careful and plan.
- The map is procedural, you can roam the world and expand your horizons.
- Watering crops and “taking care” of animals is removed. I don’t want the game to feel like a chore.
- Related to it, the game doesn’t incentivize making a huge farm and getting a lot of money. It’s meant to be relaxing in certain way (even if you can die).
- There is no combat of any kind. If it ever gets implemented (I’m still not sure) it will be just hunting, no evil monsters trying to kill you.
- The setting of the game, or rather your character’s backstory, is up to you to decide.
- Crafting is freeform, you place tiles in the world using resources.
- …and of course, it uses a character-based display, a core design choice that supports most of the points above.
The 7DRL Challenge entry is already a complete game, even enjoyable for a bit. But I’m planning to continue development. I managed to invest around 40 hours of development (struggling with real life, as usual 🙂 ) and posted my daily devlog at this thread on itch.io. (Also archived here).
Highlights of the development included:
- The procedural generator, based on Cellular Automata, with “hollow” mountains to explore.
- Dynamic field of view (both radius and “color”) which looks especially good when entering caverns.
I had contributions from mapedorr and quietgecko on the art side of things. They did an amazing work with the environment music and sound effects, as well as some visual aspects such as the palette and characters to use.
Stay tuned for more news about the game! also if you want to send your ideas or bug reports, please use the community feature.