DOS INVASION

DOS INVASION Used AI

14 devlogs
54h 9m
•  Ship certified
Created by Drew

Have you ever wanted an procedurally generated dungeon crawler ASCII/DOS Game made in PyGame? Well here you go!!

(AI was used to debug and teach me algorithms without giving me code.)

Timeline

Ship 2

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Drew

22 days ago

Drew Covers 1 devlog and 1h 24m
Drew
Drew
1h 24m 22 days ago

I compiled my game to an exe. I fixed a couple of errors that would prevent it from being compiled

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Ship 1

1 payout of shell 827.0 shells

Drew

23 days ago

Drew Covers 13 devlogs and 52h 45m
Drew
Drew
5h 31m 23 days ago

Today I added sound effects and i also added a scatter shot mechanic to the player if you hit E it spawns 4 bullets in random directions incase of emergency. I also created more padding between the rooms. I need to add collisions and fix parts of the pathfinding that causes the goblins to jitter

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Drew
Drew
2h 18m 25 days ago

I added the first enemy to the game. I also added health bars and bullets. Soon tomorrow I will add a reload mechanic. Probably using variables and lists and maybe a QuickTime action

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Drew
Drew
3h 46m 25 days ago

Today I made it so Rooms are randomly generated with ASCII to give the game a retro/dos feel and also added collisions into the walls. The way i did this is to check for future values of the x and y positions and see if they line up with the #/room indexes and prevents movement if there is a # in the position. my next step is to refine the collisions by adding a rectangle/collision rectangle over the sprite and check if any of the corners touch the #s

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Drew
Drew
1h 27m 27 days ago

I finished random room generation. It works by defining rooms as a class (roomRectangle) then it has 4 variables inside of it. I then create a variable called RoomRectangleVar which is defined as the class with a set area of 1,1,50,50 (x,y,w,h) and then a function called BSP is created which expects a parameter of room then checks if room width and room height are over 20 and splits it along the vertical line and creates 2 variables to create rooms. otherwise it splits horizontal line and creates a top and bottom and returns it. and then i plug it into py game and draw it

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Drew
Drew
3h 51m 27 days ago

I have a serious problem. I'm currently on a trip to California and my laptop absolutely will not run Godot. I started to migrate my game to Python using Pygame. All the previous gameboy and godot source code will be available but i find it easier to start on with a language i already know. But starting with python i'm currently creating a way to procedurally generate dungeons. I'm debating on doing it the way DOOM does it or doing it how conways game of life does it. Personally before deciding i want to see if i can do it myself NO GUIDES NO NOTHING. I had an idea to store multiple Rooms as arrays and create lines between them with random spawns. I had an idea of mixing my earlier DOS game stuff with the modern day PyGame with simple sprites. But the catch is I want to merge ASCII and 8x8 Sprites it would be a quirky mechanic much like Dwarf fortress. Dungeons would be procedurally made out of #s and chests would be small sprites. I'll see where i take the direction tommorow

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Today i ported my game to godot. I didn't like the limitations of GBDK and godot would allow for alot more freedom and creativity that i would not be able to have on gameboy. I'm also pivoting to a new idea cause the old idea i could not get down in 2d at all.

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Today i added a quick time element to the game. my next steps are to - make a npc to toggle it, - create rewards for passing it, - and add more maps

I got the UI elements working! It displays text and then when you hit A its supposed to transition to a new map but i have to make the map first.

I've added the start mechanics to the title screen to where it dings when you press start. I designed a starting island to be on with the boat and then the functionality when you press a near the boat (this makes a ui button pop up) i need to code that though

Today I
- Created a Title Screen in Aseprite
- Made movement code for the title screen as a fun gimmick
- Switched to a gameboy engine using the gameboy development toolkit
- Made Character Sprites
- Debugged issues for 3 hours.

I got the background working! I was able to also add jumping. My next step is to add collision boxes and sprites of the ground

I switched from ASM to C (asm gave me a headache) It took 4 hours to learn how to move sprites around while keeping mode 13h. I need to make a good sprite though and figure out backgrounds

We have Text! This is my first time coding in assembly so i'm learning along the way- Some helpful things i've found are Ralf Brown's Interrupt List. Alongside wikibooks.

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