49 lines
3.8 KiB
Markdown
49 lines
3.8 KiB
Markdown
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# Day 1
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i started by creating a an array of arrays (2d array) to 'hold' the level. i looped through it to assign a blank characters, at first a zero, but now a period. it took me some time to figure out how to properly point to a x,y position properly with this method. argh. lots of trial and error and i copy-pasta one line i didn't really understand from stackoverflow but understand what it outputs and worked backwards. actually, here it goes. this is cool. separately, maybe i can revisit making my own processing-derivative drawing parser in ascii. ok ok, that's a later project. anyway, i can now address a grid of text with x,y coordinates. great. proud of myself! lol. i have a grid of periods.
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next i pick a random x,y position on the grid for the player. drop an @ there.
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now i save to an external file. i think a core mechanic of my game will be that you can only play one move a day. inpsired by michael brough's vesper.5 'ritual'-game where you can (only move one square a day). that game got a lot of notice. oh, but it wasn't ascii. and it was 7 or 8 years ago. argh. anyway. i think i like this idea. and it's doable. and even though the command line and ascii art does not appeal to my 'art' base, my hacker phreaks like this, and i like this too! lol. it's not visual though. michael's work is so appealing because it speaks its own visual language. should i just work in p5 again? i have a half-engine for roguelikes in p5. maybe i could revisit? but way, i like this idea of a "Message of the Day" (Dungeon of the Day?) roguelike where it's in the command line, since that's my primary interface on my computer. i mean i'm typing in the command line now.
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the concept is loosely that it's an ambient game. when you open a new terminal window the board (perhaps) is displayed as the message of the day. you can make one move a day. (how?). other than moving, maybe you can also use an item, talk to npc's, buy something at the market? or maybe you can move up to 3 different characters, like Lost Vikings (o.g. nintendo game that i liked that there doesn't seem to be any modern clones of).
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okay, need to figure out more core mechanic/compelling gameplay. an ambient game is nice perhaps but needs some juice to make people want to play this and not skip over it.
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other roguelike ideas i'd been thinking of but maybe not this time:
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- monome teletype-based roguelike for my modular synth. moving/fighting/spells would each play a different sound. i wish i could plug a nintendo/snes controller though instead of a keyboard. i guess i could use a numpad instead. each number to trigger a different script, for each direction and maybe 0 for something.
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- use p5.js to make more out-there experimental compelling visuals, a la a Broughlike
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- use Lua. which i really enjoy, and there are (brough-like again!) tutorials for
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- use pico-8 which i also enjoy, and is a subset of Lua with extended API, and i have some tutorials and previous experience on. i particularly love how it combines a CLI with visuals on same screen. i wish i could do this with p5/js.
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- use my PLOGO logo-language to make a roguelike. kind of a funny idea. also, i did built a console into it.
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anyway.... no end of (bad) ideas
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# Day 1 1/2
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What should terrain look like?
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Old PETSCII? ZZT? (Can i get this with unicode or do i need to load a special font in the terminal, and then have to package that font? Can node do this?
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oh wait, or should i just do this. it's easy. emoji.
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```
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🎄
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🌳
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🌲
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🌴
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🎋
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🏡
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🌱
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🌿
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🏕️
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```
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too cheesy? possibly
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-
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- code page 437 - (for example in ZZT)
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- [page 437 characters translated to unicode](https://wikimili.com/en/Code_page_437)
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- [unicode page 437 font](https://github.com/berenddeschouwer/fourthreeseven) to work in linux!
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- embedded (copy-pastable) in [this article](https://www.masswerk.at/nowgobang/2020/petscii)
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- [petscii to unicode converter](https://style64.org/petscii/)
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