The Tower of Torment
Awards
Scores
Ratings (show detail)
Overall: 2.7
Fun: 1.7
Production: 3.4
Innovation: 2.9
Respondents: 7
Files
File | Uploader | Date |
---|---|---|
Pyweek_28_Tower_of_Torment.zip
— final
Python 3.7 source + PyInstaller EXE |
schilcote | 2019/09/29 02:14 |
Diary Entries
Where's Jonas?
We had a guy called Jonas join the team and never show up. If you're still around, I added a discord link on the project page, hop in. If I don't hear from you by the end of the day I'll assume something came up or something and take you off the project.
Anyway, we're doing an old fashioned WRPG in the vein of Wizardry or Might and Magic. Assemble party, climb tower, kill evil wizard, steal his stuff. First-person ASCII art pseudo-3D exploration with text based menus for combat. Got a guy who can do music, and we don't need art, but having another programmer would still be pretty cool.
Mockup
Just a quick mockup of what I'm thinking the exploration view will look like.
Raycaster progress
Working on the raycaster. I think there may be some kind of bug here, not sure...

Boring parts all but done!
The picture is worth a thousand words, really - the boring support work is... mostly all done. Still need to enable the player to move the camera around and do the groundwork for the town menus, but that should be easy.
Once that's done, I can move on to the actual game part! Level generation and combat.
The biggest mistake I've made so far, by far, is holding off on trying to write visualization code when debugging the raytracer. I spent four hours trying to debug what I couldn't actually see, then spent about fifteen minutes writing this:
which showed the problem immediately.
The other big mistake was not resorting to brute force. I spent the rest of Tuesday trying to implement proper ray tracing - finding the exact distance to the wall in exactly as many steps as there are grid cells between you and the wall - and kept running into to issue after issue after issue, and finally gave up and used a naive brute force algorithm that just steps 1/100th of a cell at a time, accelerated with Numba, and it worked perfectly the first time. Between those two issues, Tuesday was a complete wash. Still, I've got time.
Minigames!
I don't like randomness in games - or, more that I don't like when randomness makes your actions not matter. You can position your soliders perfectly in the XCOM remake, but if the game doesn't feel like letting them hit their targets, then it doesn't matter what you do.
RPGs are traditionally very randomness dependent. Wherever the games Tower of Torment is emuilating would have rolled a die, I have the player play a minigame instead.