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.
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
- 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
- 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.