The RPG thing

Based on RPG/roguelike/survival game CDDA, using some of its assets, as a testbed for mechanics.

State

You can explore the world, fight a zombie, manage your inventory, and edit the map. The worldgen does not place points of interest; they must be placed manually using the map editor.

screenshot

It is not happy about the high DPI display so the text is really small.

Zombie

The combat is hitpoint-based. The zombie moves towards the player (or the player’s last known position) in a line with some randomness (zombie shamble) applied. It will try to destroy obstacles in its way.

Map

I can use the debug tools to create, save, and load chunks. I made an explorable house (open and close doors, look in boxes) with some items in it for testing.

LOS/FOW

There’s a custom line of sight/fog of war implementation. It differs from standard implementations in that it is symmetrical — that is, if you can see a monster, the monster can always see you, and vice-versa.

There is also map memory: if you’ve seen a place before, it will appear as a greyed out version of what you last saw there. It will only update when you see it again.

Tech

There’s a chunk system that makes the map theoretically very large (nothing is truly infinite without infinite hardware), but in the interest of haste, I made some sloppy casts and shortcuts that need to be fixed for it to function properly (not crash).

There’s a very ergonomic job system that makes adding actions for monsters or (and!) the player quite straightforward.

The camera is super borked and doesn’t zoom centered to the player.