Crypt of Grimwin – Success

Day 7 is over and the game is finished. You can play it at itch.io.

You play as spirit who was cursed by one of your relatives of the Grimwin family. Find the one who cursed you and get your revenge. The game focuses on the player character’s possessing ability and utilizing different bodies efficiently in puzzles and fights.

The game is written in TypeScript. All graphics were done using Blender. Most of the game data is defined in external JSON files. The source code can be found at GitLab.

grimwin2

Here is a quote from one of our team members:

”During this week I managed to create a tiny human and contribute to the completion of our 7DRL game. I would consider that a great success.”

– mikrklk, Lead TypeScript Programmer, Senior Stackoverflow Consultant

Mainokset

Crypt of Grimwin – Day 6

The game is almost finished and we still have one day left.

Here is a quick summary of day 6:

  • Items and inventory are done
  • Final pieces of game lore are finally hidden in tombs
  • Most of the content is finished
  • Main menu and game over screens

Here is a quote from one of our team members:

I’m flabbergasted how much death you can be accounted for in six days…

– GuruErkki, Copypasteriino Masteriino, new LoreMaster

Crypt of Grimwin – Day 5

Here is a quick summary of day five:

  • Player starts in a predefined tutorial tomb
  • New rooms and improved existing rooms
  • Pathfinding and combat
  • Message buffer (shown in the gif at the end)
  • Items are drawn on the map

Next we will focus more on items so they can be picked up and equipped.

Here is a quote from one of our team members:

”A thick meaty sausage, pulsating with fishyness.”

– Morkelqua, Content Producer, Cartographer (new title), Coffee Looter

Crypt of Grimwin – Day 4

Here is a quick summary of day four:

  • More rooms
  • Some objects can be pushed around
  • Dungeon generator done
  • Creature AI… not done

Tomorrow we will focus on creatures and items.

Here is a quote from one of our team members:

We have made good progress so far, but there are still lots of things to be done.

– Maqqr, Project Leader, Programmer, Honorary Sausage

Crypt of Grimwin – Day 3

Our programmers had some real life stuff that they had to deal with so this was a bit of a slow day, but the possession mechanics finally work. Yay!

Here is a quick summary of day three:

  • Possession mechanics
  • New puzzle rooms
  • Fixed broken puzzle rooms…
  • Map drawing with scrolling and field of view

We will probably work on the dungeon generator and creature AI next. Items and GUI will come after that.

Here is a quote from one of our team members:

Copy, paste, copy, paste, copy, paste, shit… delete, delete, delete…

– GuruErkki, Copypasteriino Masteriino

Crypt of Grimwin – Day 2

We made some progress, but there are still a lots of things to be done. Game objects are separated into tiles and furnitures. Tiles are static things like walls and floors and furniture can be activated (switches, pressure plates) and some of them can be pushed around (rocks) or destroyed (tables, chairs).

All of the graphics are made in Blender and converted to pixel art style using ImageMagick.

Here is a quick summary of day two:

  • Player movement is done
  • Player can collide with the map and creatures (but not fight yet)
  • Replaced lots of placeholder graphics
  • Designed new puzzle rooms

Planned tasks for the next day:

  • Make more creatures and make them move
  • Possession mechanics
  • Initial dungeon generator

And here is a quote from one of our team members:

F*cking furniture properties.

– Morkelqua, Content Producer, Loremasteri and the Coffee Looter

Crypt of Grimwin – Day 1

Crypt of Grimwin is a 7 day roguelike challenge entry. Our team consists of four members.

You play as spirit who was cursed by one of your relatives of the Grimwin family. Find the one who cursed you and get your revenge.

The game focuses on the player character’s possessing ability and utilizing different bodies efficiently in puzzles and fights.

Development started at 2018-03-04 9:00 UTC+2 and ends at 2018-03-11 9:00 UTC+2.

All of the game’s data is defined in external JSON files. Premade puzzles are done in Tiled editor and exported to JSON format. The game is made using Typescript and drawing is done using Pixi.js library. We are planning on using algorithms from the Rot.js roguelike library. The development happens at our GitLab repository.

Here is a quick summary of day one:

  • Created project and started working on tileset and initial data structures
  • Implemented drawing
  • Made initial schemas and interfaces for the JSON data
  • Made lots of placeholder graphics (as you can see from the image in this post)

Planned tasks for the next day:

  • Player moving on the map and some player interactions
  • Define more tiles and creatures in JSON files
  • Make a few puzzle rooms for testing purposes

Here is a quote from one of our programmers:

So this is the true power of typescript: ”For every furry of furniture: set their damage to 0 if they have no damage.”

– mikrkilk, Lead Typescript Programmer