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Drew Harry

@drewww@social.coop
mastodon 4.5.18
  • Open on social.coop

research & data @work, phd @medialab, engineer @olincollege. he/him.

interested in: socio-technical systems, computer-mediated communication, online communities, data visualization

playing: card games, roguelikes, mobas, wargames, 18xx.

0 Followers
0 Following
20 Posts
Joined November 27, 2022
Twitch:
https://www.twitch.tv/dr_ewww
Projects:
http://alumni.media.mit.edu/~dharry/
Twitter:
https://twitter.com/drewwww
Open post
Drew Harry @drewww@social.coop
· 9mo ago
Replying to
Added a lil guy who turns when he senses a wall (or player) blocking his path up ahead. #roguelike #gamedev #love2d
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Open post
Drew Harry @drewww@social.coop
· 9mo ago
Replying to
Got wall collision damage integrated. In this video you can see how the same weapon will kill one enemy immediately, but not the other. #roguelike #gamedev #love2d
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Open post
Drew Harry @drewww@social.coop
· 9mo ago

Playing with a bouncing grenade-type effect. It's a bit awkward at this grid size. You can get a lot of situations where it's hard to produce an intuitive result. The preview graphics help, but aren't a total solution.

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Open post
Drew Harry @drewww@social.coop
· 10mo ago
Replying to
Multiple doors opening in sync, and gasses scorching walls.
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Open post
Drew Harry @drewww@social.coop
· 10mo ago
Replying to
Combining multiple gasses.
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Open post
Drew Harry @drewww@social.coop
· 10mo ago
Replying to
Doors (-) auto open if an actor is adjacent, letting out the gas inside.
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Open post
Drew Harry @drewww@social.coop
· 7mo ago
Replying to
Now THAT'S a map.
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Open post
Drew Harry @drewww@social.coop
· 8mo ago
Replying to

This addresses a few design problems I'm facing:

  • some weapons cancel enemy intents; these weapons made 1v1s un-loseable.
  • combat is feeling too puzzle-y
  • creates more space for weapon variation; you might find a very accurate weapon variant.

I'm unsure how to handle it for NPCs. It breaks the promise that they telegraph their attacks. Perhaps NPC weapons with miss just show a "target" and player learns it's imprecise.

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Open post
Drew Harry @drewww@social.coop
· 9mo ago
Replying to
Tweaked the damage indicator some, too. It now stays within the cell of the character being damaged and only takes up as much space as necessary. Kinda awkward. Curious if it works for players in testing.
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Open post
Drew Harry @drewww@social.coop
· 7mo ago
Replying to
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Open post
Drew Harry @drewww@social.coop
· 8mo ago
Replying to
Here's a multi-shot rifle design that uses the miss chance mechanic to create some natural shot dispersion.
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Open post
Drew Harry @drewww@social.coop
· 10mo ago
Replying to
Scorching works on floors now.
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Open post
Drew Harry @drewww@social.coop
· 9mo ago

First steps on a little tutorial system. I always put this off and regret it. I'm going to try to make something that onboards players and gives them some contrived scenarios to see if it's fun.

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Open post
Drew Harry @drewww@social.coop
· 10mo ago

Thinking about more complex NPC behaviors. Learned behavior trees this week and made two bots: a leader that picks random waypoints in the world and paths there, and another that follows the nearest leader.

Think "squads" of different bot types, eventually.

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Open post
Drew Harry @drewww@social.coop
· 9mo ago
Replying to
@edryd thanks! The console-ish display doesn't give me a lot of choices. Gotta play with how to handle it occluding the tiles behind in a busy scene. May fall back to "hold alt to remove indicators" or something similar, if you need to see what's behind.
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