Haunted Mansion – 2018 7DRL Day 5 – No Code

I couldn’t afford to code on the game today. 😦

However, on the art side, Ashton sent a cool sounding ambient track as well as a pack of eerie SFX.

And we also had advancement from Giovanny who created 40 different objects to populate the mansion.

I also contacted some old friends who made the art of Ancient Shadows, and they agreed I could use some of it on this project, I’m thinking on using them for a kind of intro sequence.

Finally, even tho I couldn’t code, I thought a lot on the theme and general structure for the game as well as the main character. Here’s the first draft, a summary of what the game is about:

You are a boring Real State agent who visits this old abandoned mansion to assess its market value and put it on sale, but when you are inside it, checking some of its ancient artifacts, you pass out and wake up in a room. You find out you are trapped inside the mansion and begin looking for a way out, but as you do that you discover a monster is about to invade our world and the only way to stop it is by invoking an ancient ritual, whose details are scattered all around the mansion.

Of course, there’s only two days left, and I’m super tired… I’ll likely fail.

Haunted Mansion – 2018 7DRL Day 4 – Procedural at last

<insert complaint about being too busy here>

At long last was finally able to start working on the procedural aspects of the game. After a false start trying to come up with a generator that created the rooms layout directly, I decided to do a two steps process where I first generate a general layout and then I can go through each room and transform it to the format required for the engine.

I took Ananias’ dungeon generator as a base, removed a LOT of things on it, and tweaked it for the purposes of this game (super narrow rooms with 8 specific possible exits and no corridors at all.

Screen Shot 2018-03-08 at 9.34.27 PM
Prototype 7×3 room with possible exits marked as asterisks.

It took some effort but finally got some good results. Next step involves mapping this to room data, including translating the vertical rooms to the horizontal format.

 

Screen Shot 2018-03-08 at 9.26.45 PM
Room boundaries marked as #, Doors as + signs, starting room is in the middle on the top

 

I still need to add the locks / unlocks to it (i.e, pairs of keys and locked doors, or some other kinds of more creative obstacles). But I’ll first integrate this basic map into the engine so the player can roam the mansion.

Already thinking in the best way to cut the scope to provide a finished product while it still being interesting and not just an alternate format for a plain exploration game with lots of backtracking.

Things on the ToDo:

  • Integrate mansion layout generator with the engine
  • Character art and walking animation
  • Better Inspect stage objects (Description)
  • Layout generator including keys and doors
  • Mansion history generator

Time counter

Screen Shot 2018-03-08 at 9.56.37 PM

Haunted Mansion – 2018 7DRL Day 3

Didn’t manage to do much today. Especially missed the mark for doing the first version of the procedural generator :/

Added identification of objects via UUID to prevent them from being generated multiple times once picked, this also allowed me to implement the “Drop” command.

Unlocked doors are now also kept status so you can drop your key to lighten your load.

Finally, I got the first batch of art from Giovanny for the walls, doors, and floors. I  did an initial integration (still with random hues for walls and floors) and looks pretty good.

Screen Shot 2018-03-07 at 10.27.10 PM

Time Invested so far: 12:00

Haunted Mansion – 2018 7DRL Day 2

Another crazy day at work and adulting… but this is the 7DRL, there are no excuses.

  • Room Collisions have been implemented, instead of checking point inside trapezoid, I just put some invisible blocks as boundaries.

Screen Shot 2018-03-05 at 11.29.00 PM

  • Added objects in the level with collisions and depth ordering
  • Doors now have to be “used” in order to navigate, and you can potentially use other objects in the world too.
  • Fade effect when using doors
  • Picking up items, simple 9 slots inventory with an “active” item you can change with tab
  • Paint walls and floors in the level with random colors
  • Using keys to open doors

Screen Shot 2018-03-06 at 7.03.21 PM

Giovanny continues working on the art part, mainly focusing on more floor and wall types, as well as some initial objects.

Captura 1Captura 7Captura 3

TODO

Base engine

  • Drop items
  • Persist door status
  • Better Inspect stage objects (Description)
  • Character animations

Procgen 1

  • Layout generator including keys and doors
  • Mansion history generator

Time Invested so far: 9:00

Haunted Mansion – 2018 7DRL Day 1

GOTO Day 0

Expected to advance a bit more but was caught up in a lot of work.

Done

  • Created project skeleton based on phaser-es6-webpack
  • Coordinated with Giovanny the format for the assets. Agreed on a style (black layout + paper texture + color), hoping we can achieve it.
  • Basic project setup, output a sample empty room with a sprite moving around using cursor keys.

Screen Shot 2018-03-04 at 11.23.01 PM

  • Implemented navigating through rooms, using a fixed mansion layout and basic art

roomNav

  • Talked with Ashton Morris, he’s going to work some awesome ambiance and SFX for the game.
  • Giovanny set to work and sent me some initial artwork for testing integration

Peek 2018-03-05 17-46

To Do

Base engine

  • Collision with room boundaries
  • Collision with stage objects
  • Pick up items
  • Inspect stage objects
  • Use keys on doors
  • Character animations

Procgen 1

  • Layout generator including keys and doors
  • Mansion history generator

Spent time: around 5:00

2018 7DRL Starts

The 14th 7DRL challenge has started. I must participate, else I would break my record.

I had a couple of ideas running through my head for this year. In the end, I went for this one: Explore haunted mansions finding their secrets.

5 days a Stranger

Maniac Mansion

I don’t intend to make a full procedural point and click adventure. I am aware of the key factors that make them fun, and I don’t pretend I’ll be able to generate interesting characters and plotlines, less so in 7 days – no sir. All I’m doing is trying to follow the format, the presentation of the world reminiscent of that genre which I frankly don’t know much about but have always found intriguing.

For the art, I considered doing the pixel art myself using the original art as a reference (i.e., deconstructing some screenshots from the NES version and changing random bits), also thought on using ASCII art. But in the end, I’m going to try to aim at having higher res art done by Giovanny Ramirez, someone with whom I already teamed up for “Rise of Kramora” (my 7DRL from 2016). We are going for a simple and effective style, trying to convey a similar feeling than an old project of mine (Ancient Shadows, which deserves a post to talk a bit about it)

thePainting_0.jpg

Some of the planned features:

  • Procedural layout for the mansion
  • Procedural room generation
  • Find objects or solve simple puzzles to reach new parts of the mansion
  • 2D movement (real time), using arrow keys

My idea is to get to a first iteration where you can explore the mansion, find a treasure. If I manage to do that I’ll consider trying to add something horrendous to it.

Screen Shot 2018-03-04 at 9.12.32 PM

SPID12 – 35mm Photocamera Sim

I will be posting SPIDs (Slashie’s Project Idea Drafts) in the blog, they will be short ideas for games or other projects I may or may not develop into full projects. May be they exist already, or someone will be inspired by them and save me the trouble of developing them.

An app for iOS and Android which limits the number of pictures you can take with your smartphone in order to increase their individual value, by simulating a 35mm still-camera cassette.

rollo

In order to take pictures, the user has to create a new “cassette”, which will have a very limited capacity (24 by default). There is also a monthly cassette limit.

Features: User can select how far he wants to go, activating features individually

  • Cassette size: 12, 24 or 36 pictures
  • Development process: User cannot see the pictures once taken until the cassette is “developed”. Only finished cassettes can be developed and it can take either: 2 hours, 1 day or 1 week.
  • Monthly cassette limit: 4, 8 or 12 cassettes.

No, this app doesn’t include a picture filter to simulate the appearance of film photography.