I have a working cave explorer thingummy going. I can’t get message handling working well, so I’m giving up on it. Next up is adding monsters, which will turn it into a proper game. In my lunch break at work I wrote the following background story:
Gadzooks! Wuggy the Warlock and his gang of ugly ogres have attacked the tiny gnomish town of Turgylton and stolen the Gems of Power! Now it's up to the town's hero Toby the Trapper to venture into the villain's cavernous lair and retrieve the holy Gem of Life. But this is no easy stroll down the mine - the ogres aren't just ugly, they're also big and tough, able to squash little Toby with a single swipe! And deep within the dark lair Wuggy the Warlock and his fiendish friends guard the Gem of Life with foul sorceries and terrible powers!!
Still, it's not all doom and gloom. Toby is much faster than the big brutes and can see better underground too (the dumb ogres can only sniff their way around, and it's hard for them to smell anything above the stench of their own ugly bodies!) He also still has some Gems of Power to create traps to use against them, and may find more along the way. So do you feel up to helping Toby fight these dastardly villains?! With Flashers and Bangers and Boomers and Blinders and much more besides you'll explore varied random dungeons filled with dread and excitement in your quest to help Toby defeat the wicked warlock and save his tiny town! Let the adventure begin!!!!!
For the curious you may also wish to see my development notes so far:
7th March 23:44: 0.0.1. Ported code from The Lion King and Gruesome. Includes dungeon generation of a few cave types, LOS and moving around. LOS should work out of the box, rest must be properly tested and tweaked. Many worries. Update 8th March 02:41: Got everything working after a lot of fiddling and silly sleep-deprived errors. Need to make some code adjustment to how the last level is generated, but otherwise extremely happy with results. Also may wish to tweak some colour schemes, but that's not immediately important. Next up is message management, wall-digging and properly implementing enemies, none of which I've done thoroughly before. How exciting... 8th March 20:31: No time to work on it today. Just spent a few minutes tweaking the map generator so that the final level is more selective about layouts that are too spartan. Thinking of adding something to encourage loops in levels, but no need for it now... Will try and find time to get stuck into the real mechanics of the game later. I've now labelled it 0.0.2 - it's a stable cave explorer with different level themes, essentially. 8th March 23:55: Gonna play a little with a message handler, but if I don't get far then I'll just give up. It's not important enough to waste much time on.
Anyway, on with the coding…