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- GDScript 67.8%
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- Rust 9.2%
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| roguethief-gd | ||
| roguethief-rs | ||
| .gitignore | ||
| README.md | ||
7drl 2024 game
Plans
Features I planned but cut later are striked.
- Items
- EMP sticky grenades (water arrows, disables lamps)
- Jumpy boots
- Multiple inventory slots, some equips, some in-hand
- Smoke bombs (temporary line-of-sight walls)
- Flashbangs (temporary blinding)
- Earmuffs (permanent deaf)
- Noisy stuff to throw and distract with
- Add throwable bottles
- Add noises when stepping on broken bottle
- Implement noises
- Add throwable bottles
- Guards
- Power switch in the back of a guard's head (blackjack replacement)
- Patrol points
- Navmesh movement
- Visual detection
- Line of sight
- Light level detection
- Noise detection
- Footstep sounds
Floor material detection (apparently hard in Godot?)
- Rooms
- Intro level (one room, no proc gen)
- Manor level
- Courtyard hub (2 portals to courtyard rooms, 1 locked door to manor main)
- Courtyard room 1
- Courtyard room 2
- Courtyard room 3
- Manor main hub (2 open doors to rooms + 1 locked door to the basement, ideally assign the doors randomly to many different places)
- Manor main room 1
- Manor main room 2
- Manor main room 3
- Basement hub (1 portal to a room, 1 locked door to the jackpot)
- Basement room 1
- Basement room 2
- Jackpot room
- = 3 hubs + 3 * 3 rooms
- Estimates (and point of no return for each)
- 40min hubs, 20min rooms = 5h (15:00)
- 30min hubs, 15min rooms = 3h 45min (16:15)
- Estimates (and point of no return for each)
- Level design thoughts:
- Have "leaves", "corridors" and "hubs", and generally don't add hubs recursively (definitely like one or two per level)
- Have some vertical corridors, since sometimes a stairwell's all you need to generate one more room when you've generated yourself to a dead end
- Utilities for rooms
- "Random item spawn"
- Locked doors and corresponding keys (randomly spawning)
- Room stitching
- General idea: three hubs, each connected by one corridor, locked by a key found in another room in the same hub?
- Escape points, score counter (escape points can be used to end game, locking in the score)
Jam stuff
Starting time: 2024-03-02 22:00 GMT+2
Ending time: 2024-03-09 23:20 GMT+2
Actually had the game done before 23:00 (which is what I mistakenly recalled was the time limit), but Godot pulled some cool tricks and the exported version crashed, so the subsequent debugging took me over the already 1h late submission time by 20 minutes.
License
This project is available under the CC BY-SA 4.0 license.
Non-original assets
- models/guard/scp_guard.glb, CC-BY-SA 4.0
- sfx/footsteps/*.wav, CC0 from Freesound.org, see filenames for username and sound id
- sfx/shatter/*.wav, CC0 from Freesound.org, see filenames for username and sound id
- sfx/switch/*.wav, CC0 from Freesound.org, see filenames for username and sound id
- sfx/throw/*.wav, CC0 from Freesound.org, see filenames for username and sound id