7DRL Day 3


Today wasn't as productive as I had planned, unfortunately. Started the framework for managing "scenes", which will enable the core game loop of  TitleScreen -> GameView -> GameOverScreen -> Repeat, which would have been all I managed, except I squeezed in some extra time this morning to work on the FOV/lighting, system some more. 

Now that the raycasting was working, I could combine my two lighting approaches:

Rooms on the space station are now "lit" or "unlit", and in unlit rooms, you have to use a flashlight mounted on your suit to see, but you can only see in the direction you are "facing", which is the direction you last moved. I'm hoping that this will lead to some interesting encounters where you can't see an enemy until they sneak up on you, or that you have to keep looking backwards as you move to check where the enemy is.

Alternatively, there could be "puzzles" to provide power and restore light to the room. The flexibility is appreciated for future design ideas.

SIDE-NOTE: Readers may be aware I'm using my own custom game framework, DOME, which allows you to write games using the Wren scripting language. Doing the 7DRL inspired me to extend it with some new features, so I'm hoping to be able to include some fancy font-handling utilities in the near future, as  the v1.1.0 release approaches.

Get Station Salvage

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