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ddmills/sleepy
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https://ddmills.com/sleepy/ built with geotic - https://github.com/ddmills/geotic - time - year - month - day - turn = 1000 tick - tick - each action has a cost - space - world - region (non-contingous) - area (each 'area' belongs to a 'region') - theme (?) - "entrances" - defined by world NSEW (?) - defined by world map - along edge(s): NSEW - types: [open, path, road, tunnel (?)] - tile - layer - background - content - fx - ui - glyph (16) - foreground (^) - background (*) - black/white - CognitiveState - Alert - Distracted - Daydreaming (?) - Faction - dimensions - like - respect - affection - fear - leader = 1 person - unique name, strong - captains = n beings - unique name, strong - followers = n beings - your intuition tells you... - Interesting interactions - incapacitate/tie enemy up - interrogate enemy - brainwash enemy - actors can know "secrets" - "There is a hidden vault in area x,y in the northwest corner!" - "The password to the goblin hideout is 'clobber'!" - "Treasure map" with x,y coordinates. "you'll need a shovel!" - magically capture an entity into a box/container - release out when broken - items - {effect} {base} of {modifer} - Heavy Dagger of Vampirism - todos - rendering layers - background (grass) - ground (corpses) - items (loot) - interactables (switches, chests) - beings (enemies, player) - ui glyphs/sheet - extract events names to enum - give interactions a priority - "Drink" should appear before "Drop" - "default" interaction (?) - map and camera - areas - "world" must make note of data that is cross-area - treasure map? - region puzzles - quests - serializing (saving) into chunk into 'game state' object - must be able to differentiate between chunk data and entity data (??) - Area Generator - getRooms() - flavor based on area type - interesting - chiro = hand - nex = death # inspo - https://github.com/Bozar/cursedSouls - https://github.com/munificent/hauberk - https://www.reddit.com/r/roguelikedev/comments/66graa/tileset_inquiry/ - https://www.reddit.com/r/roguelikedev/comments/1dmbxr/art_scrollosprites/ - https://robey.lag.net/2020/02/09/bizcat-bitmap-font.html - https://int10h.org/oldschool-pc-fonts - https://www.gridsagegames.com/blog/category/dev-series-fonts/ - https://kenney.nl/assets/bit-pack - https://github.com/rsaarelm/sodna/blob/master/codepage_437.txt - https://github.com/spite/ccapture.js - http://www.zincland.com/7drl/kobold/ - https://secrethideout.itch.io/rogue-dungeon-tileset-16x16 - https://iknowkingrabbit.itch.io/mas-darkest-pack - https://www.youtube.com/watch?v=LKCRim02opc - https://cesium.com/docs/tutorials/particle-systems/ - https://tekeli.li/onomastikon/ - https://www.youtube.com/watch?v=F69-t33e8tk - http://www.roguebasin.com/index.php?title=Harmonist - particles requirements - ability to configure speed - block game input - change colors over time - change glyphs over time - particle effect - name - systems array - system - delay - position - particle system - lifetime (ms) - min - max - speed (tiles-per-second) - min - max - color - changes from a-to-z over the lifetime - fg1 [a, b, c, ..., z] - primary - fg2 [a, b, c, ..., z] - secondary - bg [a, b, c, ..., z] - background - glyph - changes from a-to-z over the lifetime - [a, b, c, ..., z] - emission-rate (particles-per-second) - duration (ms) - loop (boolean) - druid - "Man of Oak" - worship the sun, moon & forest
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