mootootwo / atasciidelivery

ATASCII Delivery - 7 Day Roguelike Challenge 2024

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ATASCII Delivery

2024 7 Day Roguelike

This is a recreation of an 8-bit Atari game that I remember playing as a child. I do not remember the title or publisher or anything that could help identify the original game. It was not originally using character graphics or turn-based movement, And it may not have had concepts of "fuel" or other features implemented here. But I have made these design choices to cross-breed the memory of this game with roguelike design paradigms.

Feature Plan

screen change / scene change

  • title
  • main game
  • end

generate city

  • buildings
  • landing pad
  • fuel depot

generate ships

  • size
  • speed
  • colour gradient
  • travel lanes

parcel

  • animate mothership
  • three states
    • parcel waiting for pickup
    • parcel onboard
    • delivered, new parcel ready, difficulty update

juice

  • smooth animation of traffic
  • UI feedback, current vector
  • blink/glow parcel
  • landing pad lights
    • fuel gauge
    • animate / bounce arrows pointing to parcel, landing pad, fuel depot
    • animate thrust

stretch:

  • simultanious movement
  • gravity
  • pre-plot thrust then execute
  • increase city difficulty
  • landing pads with overhangs
  • tall towers and canyons

Like Rogue

  • ascii-like character display (atascii text on canvas)
  • grid based movement
  • character centric
  • permadeath / ironman / permanent consequences
  • clean slate runs
  • random maps
  • random actor selection and placement
  • bump interactions (destructive)
  • pickup quest item from one end of the dungeon and deliver it to the other
  • hunger clock -- fuel
  • inventory
  • turn based
  • sequential turns, if stretch goal not met
  • forced movement like rogue's traps, if gravity is implemented

Unlike Rogue

  • no weapons, no ranged combat
  • non-random conflict outcomes
  • no potions, wands, scrolls
  • no interaction with inventory, just bump to take and drop
  • no discovery: los, secret doors, traps, unidentified items
  • multi-tile actors
  • randomly generated actors
  • simultanious turns, if stretch goal met
  • non-modal interface: no modal UI for inventory, ranged targeting, potion interactions, etc
  • side view, instead of top-down
  • bump to interact: rogue does not bump to pickup or drop or to interact with environment, this does.

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ATASCII Delivery - 7 Day Roguelike Challenge 2024


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