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OveFunInnThePolGraAudHumTecFooJouTim
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Covenant says ...

Couldn't play it, no Linux system... Just scored the journal...

Endurion says ...

Thanks for providing a Windows executable.

Is there a winning condition? Right now I'm able to survive about 60 turns and then I'm done for. With a bit more balancing this could get interesting.

Entar says ...

Good start, but there's not a lot of game or goal to it. Not sure about the relation to the theme either.

Tenoch says ...

I'd say there are far too many zombies and not enough potions. I've been very far from ever winning. I like the textmode though.

DrPetter says ...

Well... I walk. I try to hit the blue things as they don't seem to kill me. After a while I die anyway.

PsySal says ...

Getting there! I think even if you could make it to an exit to move to the next level the game would be much, much more enjoyable. I like roguelikes in general, though I think this one has pretty much nothing to do with the theme (that I could see anyhow) =) Core mechanics work, make sense.

greencow says ...

mmm brains

noonat says ...

Brraaiiinnnsss... yay for roguelikes! This one is a bit hard for me, though. My mana runs out so fast and soon the level is so packed with zombies that I can't survive long enough to get to more mana. Would have been nice if I had a more risky but infinite melee attack to fight my way there. Zombies seemed to spawn too quickly.

Archive for the ‘LD #14 – Advancing Wall of Doom – 2009’ Category

AWoRaFED now on windows as well

Posted by
Monday, April 20th, 2009 7:13 pm

Thanks to Cymos who ported my game to windows and are hosting it.

Windows and linux version (in the same download && with source code) can be downloaded from:

http://files.filefront.com/13631588

or

http://www.cymonsgames.com/pages/aworafed/FourEyes_ld14_aworafed_rc2.zip (and you can check out rest of Cymos site while there)

AWoRaFED rc1

Posted by
Sunday, April 19th, 2009 6:25 pm


Final entry, for linux only. Will have to see if I can/have time to make a windows port later.

The goal is to survive as long as possible, with the help of a few spells. how to play are in the readme.txt file.

Game depends on the ncurses library.

To make your own map, just make a text file and give it a one character long name (which is not q) and place it in the levels folder. There are some issues with large maps.

Download:RC2 – Rapidshare(Linux)

http://files.filefront.com/13631588 (linux/windows)

http://www.cymonsgames.com/pages/aworafed/FourEyes_ld14_aworafed_rc2.zip (Linux/windows)

edit: after some playtesting it seems the game take some time to get hard. a smaller map should help on that :)

edit2: rc2 is finished, features less health, less mana, less space, more zombies. just waiting for firefront to actually let me upload….

edit3: forgot: you will likely have to start it trough the terminal. at least me and my test person had to (in linux)

edit4: download for windows up. thanks for porting it Cymon

aworafed alpha 1 done

Posted by
Sunday, April 19th, 2009 11:59 am

been a bit lazy today, but so far I have come up with a name, added health pickups and made the zombies slow.

The game is called Advancing Wall Of Rotting And Flesh-Eating Doom, or aworafed for short.

Currently there is no aoe attack to remove zombies, just run around as long as you can. Health pickup gives you 2 health and is shown as a blue * normally or as a green * if theres zombies in that square. zombies are green 1-9 and + (+ meaning more than 9 zombies). You can move trough zombies and they got 75% chance of dealing 1 damage each.

http://files.filefront.com/13624742 if there’s anyone interested in trying. requires linux and the ncurses library.

it’s alive.

Posted by
Saturday, April 18th, 2009 3:09 pm

Finally, after going trough lots of trouble (mostly cause by myself :( ) I got a playable game, sortof.
still not much of a game in there. The zombies can’t hurt you (comment ftw), but they are moving and there are nothing to pick up or spells to use.

TODO:
-make zombies slower. I plan on the player having 3 moves per zombie move. There is gonna be a lot of them after a while though.

-player attacks. sort of aoe spells that move the zombies to other parts of the map. plan on having a blast in front, a blast centered on the player and a straight line ahead or something like it.

-pickups. Health to stay alive, mana potions to be able to use the spells. Maybe i’ll do scrolls to power up your spells, making them cost less and/or affect bigger area/more zombies

-random map generation. atm I’m doing them by hand, but hopefully i’ll have a random generation by release.

-tweaking. will have to see about player vs zombie speed, spawn rate of power ups and zombie spawn rate. I might go with having the zombies spawned each turn be dependent on the size of the map. Also thinking about having zombies being drawn towards the player, instead of randomly shambling around. will have to see.

SS of the game. the red @ is the player. the green numbers are zombies, with the number being how many zombies is on that square

Zombies and dead or alive

Posted by
Saturday, April 18th, 2009 3:17 am

decided to go with having zombies as the wall of doom, kind of like Zombies!!!. I decided to use ncurses (should probably have at least tried it out last night) so you will control @ and try to get away from zombies marked from 1 – + (the numer of zombies on a square or just a + if theres more than 9). You will probably have some kind of AOE attack that doesnt kill zombies, but move them to either a random place on theĀ  map or to graveyards or something, will have to see.

So far I only got a basic drawing and halfway map loading done, but it’s coming along nicely.

Also for some reason I have gotten addicted to Dead or Alive – you spin me round (youtube link), so it will be interesting to see what happens when I combine sleep deprivation and You spin me round on repeat for 48 hours

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