Lachlan's misadventures in games programming

Friday, 24 October 2014

Atlas Warriors, First Alpha Pre-Release

10/24/2014 04:57:00 pm Posted by Lachlan No comments
Tl;dr - First prerelease of Atlas Warriors is out, download from https://github.com/lkingsford/AtlasWarriors/releases. It's not quite finished yet.

I've opened up access to the first public pre-release of Atlas Warriors!

It is not finished yet, and shouldn't be considered to be so. There are still features missing (some minor, some glaring) and still some bugs that need fixing (again, some minor and some glaring). But it is playable, (theoretically) winnable and sometimes even fun.

But I really want to emphasise that it is still a work in progress. It still needs more stuff done before I will even consider moving it to Beta.

I finally wanted to get some feedback on how playable it is before starting to move on to attempting to balance the beast. So please - feedback away! Tell me what you like about my game, and tell me what is horribly wrong. There is an issue tracker for bugs and the like on https://github.com/lkingsford/AtlasWarriors/issues. Could you please report any minor or (far more importantly) major bugs that pop up?

You can download it from https://github.com/lkingsford/AtlasWarriors/releases. At the moment, I've only got a Windows 64 bit binary there (so if it doesn't work, that might be why).

You can also get the source from there. It's under an MIT license, so it's fairly open slather what you can do it. If you're running linux, you should be able to play it from source with Python 3.3 and Pygame. It's rl.py that contains the game proper.

If you'd like to support development financially, you can do so on https://pledgie.com/campaigns/27179 or by bitcoin (eek!) sent to 14PgnsEcgqgSrCFxTjVvczfu5Fyh85hjbU (barcode at the end of the post).

I don't think I've made it clear inside the game how some of the weapons work (although you should be able to figure it out fairly quickly). I recommend having a quick look at my previous post (http://www.nerdygentleman.com/2014/10/on-weapons.html) for a bit of a hint. You might also find the descriptions of the monsters on (http://www.nerdygentleman.com/2014/10/meet-monsters.html) to be helpful.

I'm not sure what else to say, so good luck (to both of us...)


Lachlan


PS - Bitcoin Donations - 
Bitcoin donations - to 14PgnsEcgqgSrCFxTjVvczfu5Fyh85hjbU

Tuesday, 7 October 2014

On Weapons

10/07/2014 01:38:00 pm Posted by Lachlan No comments

I have a similar philosophy for this game with weapons in that each weapon class needs to have a unique purpose. Although unlike monsters, I'm very willing to allow weapons to be incremental upgrades of other weapons.

The Weapon Classes will play differently, very inspired by Brogue. We have:

  • Daggers - You get a free counterattack when you are attacked and hit.
  • Swords - Blocking a hit with a sword allows you to parry, effectively attacking the monster.
  • Polearms - Polearms can attack two monsters in a row. At the moment, this only works when one monster is adjacent to you. I'm considering whether or not this should chance.
  • Axes - Axes are slow, but attack in a 90 degree arc. 
  • Blunt - Blunt weapons will stun any monster for one turn, if they hit.
This will hopefully provide some interesting gameplay opportunities.

Sunday, 5 October 2014

Meet the Monsters

10/05/2014 12:45:00 pm Posted by Lachlan 1 comment

My design philosophy (as much as I've had one) for Atlas Warriors is that everything has to have purpose. There is no need on having two different monsters that perform the same function and gameplay.

In order to do this, I do have different levels of some monsters - so (for instance) you can find Bandits, Experienced Bandits, Veteran Bandits and (hopefully never in a promising game) Bandit Warlords. Bandits are unique in being Melee characters who use weapons. There is no need to have another monster just to add a different letter and colour that does the exact same thing just may be a little harder.

As such, there are a small amount of monsters in Atlas Warriors - but they all provide a different experience.

We have (in order of appearance):

Critters - Cute. Furry. Fanged. Clawed. Actually - forget the Cute. They blindly move towards the player and attack them. Usually pretty weak.

Bandits - Men and woman who have dedicated themselves to causing crime for self interests sake. They seek out the player (and are clever enough to find the player rather then just wander in their direction), and attack the player with weapons. They get the same type of weapon effects that the player does.

Orcs - Archers from a foreign land. Orcs are reasonably strong, and have a melee attack but specialise in shooting you from afar.

Goliaths - Big. Gigantic. Brute. These horrors of gargantuan proportions are slow as they are dumb - but they can hit like a tonne of bricks and charge. They have no definition of friend or foe - they mercilessly kill anything in the dungeon and get stronger in the process.

Assassins - You think you see a shadow in the corner of the room. As soon as you turn to look at it, it's gone. You don't even feel the blade between your ribs until it is too late. Unless you are adjacent to them, Assassins are invisible when directly next to a wall or door. They've got low health, but a deadly strike.

Drakes - If it weren't for the stench of sulfur and smoke, you might consider that this midget dragon was almost cute. These breathe fire at you, and can set you alight.

Zombies - You smell the rotting flesh before you see a long dead corpse with the mission to kill. Zombies are fairly weak and have a weak attack. However, each adjacent Zombie reduces your defence significantly. Strength in numbers!

Necromancer - The first subboss. He may be skippable - if you're lucky. Raises Zombies. (I may also give him a bolt attack)

True Dragon - The second subboss. He may be skippable, but killing him will guarantee a very nice reward. This is almost the exception to my minimalism, as it really is a far stronger version of a drake. The True Drgaon will gratuitously provide rolling flames of swift death.

Final Boss - To be determined.

Friday, 3 October 2014

The Tomb of the Necromancer

10/03/2014 12:07:00 pm Posted by Lachlan No comments
I've spent the last few days redoing the monster-generation for levels. It's working reasonably well.

One of the things I've decided is to include a special undead level - the Tomb of the Necromancer. The Tomb of the Necromancer includes the titular Necromancer and Zombies. It's a regularly patterned level with lots of doors that will hopefully have players surrounded and be a sufficiently horrifying and memorable experience.





Zombies are going to be reasonably weak, but they're going to reduce your defense significantly when they're adjacent to you. You won't want too many nearby, or else you're going to be taking a lot more damage and dying a lot sooner.