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ssdk's Introduction

ssdk

Super Simple Dungeon K (K is for Crawler)

Controls:

  • Left/Right/Up/Down keys do what they are supposed to do
  • Use -/= to zoom
  • Use z/x to select the inventory item
  • Press ENTER to use the inventory item
  • T/Y/U to look up row
  • F/G/H to look middle row
  • C/V/B to look down row

Idea:

  • Player needs to travel the cave to find the way out
  • There are monsters and other challenges

Features:

  • Cave generation based on random walk

References

The main menu picture was taken from wikipedia.

ssdk's People

Contributors

slemonide avatar

Watchers

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Forkers

alan-loo

ssdk's Issues

New items system

  • Item types
  • Each item type is stored in its layer. No more than two items of the same type are allowed for a position
  • Dynamically construct new items during the game
  • There are rules for which item types can be stored together

Vegetation proposal

During the generation phase, random walkers can live blobs of water. These blobs would gravitate toward each other, forming lakes. Later, dust near lakes could turn into plants, that essentially would be game of life cells.
When the cells die, they would live a pile of dust around them.

These cells could be consumed by other organisms (player and rats).

Later, rats could be consumed by cats.

Both rats and cats form out of the dust.

Make it possible to push/pull items

Player should be able to push solid items automatically.
There should be a mode that allows to push non-solid items as well.
Same goes for pulling. It should be possible to pull some items.

Heat and energy system

Add electron head and electron tail nodes.
Then, add constant electron head, constant electron tail and wire nodes.
The later would be generated as ore, with electron heads being surrounded by electron tails which in turn will be surrounded by wire nodes.

As electron heads travel through the wires, they generate energy which would dissipate in the surrounding environment as heat and/or light. This could be used to grow crops.

Landscape for generators

Move all the generator code to the generator class. If you feel like it, make generator an interface/abstract and implement/extend it.

Add agility, health and hunger.

Hunger would slowly grow. Agility would decrease as the player walks and as hunger grows. Health is decreased if the hunger level goes too hight. Player also gets slower as agility goes down.
Player should be able to each cave plants and cave rats to decrease hunger.
Monsters and traps (to be added later) should also decrease health.

If health gets too low, player dies and the game is lost.

Mining update

  • Add ores
  • Add durability for pickaxe
  • Add strength level for walls

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