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In the code, why put almost everything inside _init?
As far as I can tell from skimming, it looks like most of it could go in the global scope?
It seems to me like there are several places, such as falling and dying, where you want to do a whole-screen transition effect.
Do you think it might be feasible to split control flow early in _draw into "doing a transition" vs "not doing a transition"? Then you could assign to the variable controlling that split at the places where the transition starts.
function _draw() if falling > 0 then -- do the effect falling -= 1 else -- do the non-transition stuff end end |
That is, what I'm trying to get at, is - what are the advantages of doing it the way you did versus at the top of _draw?
In the beginning I had all the functions as game.do() and player.do() and entity.do() since it was more sensible to me. Generally I prefer to keep the control flow in the main loop pretty simple. Once the character limit becomes more of a problem I might have to do that, though.
From someone that doesn't really enjoy rouge-like games like these, this is great! I really like the artwork and the controls feel very responsive and instant (due to the turn based mechanic I guess). It's interesting how it almost feels Zelda like with the pushable blocks and holes in the floor that you can fall down (Great animations and transitions on those too ;) ) which makes the game feel like an adventure instead of bombarding you with RPG stats that break immersion a bit.
This is really cool so far and I look forward to future updates on this!
Hydlide ! Now THAT was a challenging game for NES.
Hmm ... Sega Saturn. I never could get that emulator to run correctly in Windows.
I always wanted to play ASTAL again.
http://www.vgmuseum.com/scans/saturn/a/Astal%20(J)%20-%20Front%20Inlay.jpg
Hey guys,
I ended up making this more of a roguelike (!) and releasing it for 7DRL!
Binaries are here: https://cow.itch.io/tower-noire
Updated cart is in the first post.
I enjoyed this immensely! Would crawl in my blue pajama again!
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