Unfortunately, a family emergency has put the final nail in the coffin for AarrrRL participating in the first-ever Annual Roguelike Release Party. With the "deadline" looming, I can't very well release AarrrRL and call it a complete game. It is much more feature-complete than the 7DRL version, and there are a lot of (what I think are) fun "piratey" features, it simply needs more work.
I'll be releasing a playable beta version in the fall for anyone who is interested in helping me test. Good luck to all of the other AARP participants! I think the Deadline really did help push me towards the finish line -- it really does help sharpen your focus and forces you to work down paths that lead to playability and keeps you from delving into never-ending feature "rabbit holes"!
Anyone want to team up for a "Fall Release Party"? :)
HF
AarrrRL Snapshots
Ship at sea (watch out for that Kraken)
One of my favorite features so far is being able to visit the deck of your own ship. Makes for a fun & strategically useful "moveable stash" level.
The bad guys put up a fight now. The optimal strategy is to carry as many loaded pistols as possible to the other ship; reloading weapons becomes a time-consuming and dangerous process when enemies are around.
One of my favorite features so far is being able to visit the deck of your own ship. Makes for a fun & strategically useful "moveable stash" level.
The bad guys put up a fight now. The optimal strategy is to carry as many loaded pistols as possible to the other ship; reloading weapons becomes a time-consuming and dangerous process when enemies are around.
All games needs precariously-placed barrels
Monday, August 9, 2010
Of course, every game needs some precariously-placed barrels, and AarrrRL is no exception. One of my must have "extra piratey" features are exploding barrels of gunpowder.
You can also lift barrels by walking into them, and then lower them elsewhere. Eventually I'll have some way of puncturing the barrels so that you can leave a trail of gunpowder and create insane traps. Avast!!!!
Another distraction bites the dust
Saturday, July 24, 2010
Cross another game off the list of things preventing me from working on AarrrRL!!
This time it was Cave Story. How I had never heard of this game before seems like a travesty. Amazing stuff.
Welcome! (to your doom)
Saturday, July 17, 2010
Welcome screen. Working on a basic help screen and then version 0.1 will be complete!
Of course, version 0.2 is much much harder.
Development Roadmap Update
Tuesday, July 13, 2010
Merging version 0.1 and 0.2, attempting to use FogBugz to manage features (and bugs!):
VERSION 0.1
VERSION 0.1
Message Buffer w/ Scrollable message history screenFix lighting bugEquipping weapons - sword, pistolBasic on-screen player status- Welcome screen
Save/LoadReloadable weapons- Help Screen
Player ship persistance
- Basic Monster pathfinding
- Monster info stored in basic SQLite database (I'm attempting to keep as many things data-centric as possible)
- Basic equipping / unequipping (not just weapons)
- Basic stats structure (HP, Attack, Defense)
- Slightly more useful on-screen player status
- Focus on "dungeon" (player-as-pirate) gameplay and mechanics:
- Focus on "ocean" (player-as-ship) gameplay and mechanics
Goooooooooooooollll(d)!!!!!
Monday, July 5, 2010
Various piles of loot on the deck of my ship. Added the ability to "visit" your own ship and walk around on it. I think the persistence will be nice; you could build up quite the stash below decks.
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