Thursday 27 June 2013

OSX version available for download

Link:

Check the wiki for download links at:  http://surviverl.shoutwiki.com/wiki/Main_Page

Windows build available for download

Check the wiki for download links at:  http://surviverl.shoutwiki.com/wiki/Main_Page

It doesnt do much at the moment. You can move around, dig holes, and move up and down between layers.

It has turn based polling, but I have set this on a timer for now once a second, so that it mimics some sort or realtime play, but that can be switched off again.

I welcome any comments on this crappy game so far

New screenshot


Its now 32 wide, by 16 high

Keys

Current Keys:

8-way movement:

R T Y
F    H
V B N

D = Down
U = Up

C = Collect
E = Exit/Quit
M = Place a Tree
X = Dig

Tuesday 25 June 2013

Current Status

The following is implemented so far:

Game/World:

  • Player movement in 8 directions
  • Player can move up and down between deeper levels
  • Infinite terrain (no map boundary)
  • Procedural generation of world
  • 64 deeper levels under ground level
  • Cities, Forests, Fields, Dungeons
  • Player cannot move through trees
  • Monster spawning on multiple levels
  • Random monster movement
  • World can be saved and loaded
  • Player can remove tiles from world
  • If tile is empty at a position, player drops through hole to lower level automatically

Game Engine:

  • Plugin framework in place
  • C# scripting framework in place

Monday 24 June 2013

Modding Support - Check!

That's right! The game is running already with modding support for plugins and scripting.

Here's technically what I did:

Modding/Plugins
As the game is written in C#, I used MEF to allow the game to load plugins. This is done now. So, I need to create an API for people to be able to interact with the game. More on that later...

Scripting
I used CodeDom to allow me to compile C# scripts into dlls, and load the compiled dlls and run them. So, it's already done where scripts written in C# can be used in the game

Introduction to the game

SurviveRL is a game, where you gather resources, build a place to live, craft items and combat with monsters and animals.

There are cities, dungeons, forests, caves, fields (with farms). You as a player, can visit any of them as you want, and return/enter/exit as many times as you wish. You can dig the landscape, and fill it in.

There isn't permadeath, and you can save your game and load it again later. Also, your character isnt connected with the world, and you can move him or her between your saved games.

Think of the game like this:

A mix of Ultima Online and Minecraft in an ASCII RogueLike landscape.

From Ultima Online, I took:

  • Crafting
  • Housing
  • Vendors
  • Skill Tables

From Minecraft, I took:

  • Landscaping
  • Infinite Terrain
  • Biomes
I'll make a wiki soon, to start to copy/paste in my game design notes

Thursday 13 June 2013

Screenshots


Here is the top level. T is a tree. M is a monster. The @ is me

 
Here is underground. C is coal
It's a game.

It's a roguelike.

It means you have to collect stuff or make it to help you survive.

The whole World in the game is dynamically created in realtime. The World map, is infinite in east and west, and North and South directions.

It's randomly generated every time you as a player start a new game.

The World exists without you. You are part of a living World, and can just Watch it if you want.