A Quest Too Far
A Quest Too Far is a roguelike game where you play a veteran adventurer, fighting to overcome monsters despite his age and poor health. The original version was made in just seven days!
Screenshots from the current version:
Screenshots from older versions:
The original game (version 1.0) was made during the 2010 Seven Day Roguelike Challenge. The following is my 'development diary' from that week:
Final Day (13/03/10)
Success! I added a few new features today, including the introduction and help screens and a few new monsters. However most of my time was spent testing and attempting to balance the game, fixing bugs, then packaging and applying a license to it.
Sixth Day (12/03/10)
With the deadline approaching I'm pleased to say that I've had a very productive day. Added a variety of new monsters and items, stair cases, and the beginnings of the story. My project resembles a (rather short) game now, rather than a test bed. I've also been frantically cutting ideas so that I stand a chance of finishing tomorrow!
Fifth Day (11/03/10)
Loads of new items added today, along with code relating to the things they do. Just one new monster (giant centipede).
Fourth Day (10/03/10)
Today I did a lot of work on equippable items and AI. The game is playable, but the lack of content more than half way in is beginning to worry me - I have just six items (weapons) and two monsters (goblin and bear). Priority for tomorrow is adding more monsters and items, but without sacrificing quality.
Third Day (09/03/10)
Added items, an inventory screen and inventory management today. Also made a start on AI. Hopefully I'll get around to adding some content tomorrow (other than goblins).
Second Day (08/03/10)
Two big jobs done today - a simple level generator, and a visibility system. I've written level generators before and that went smoothly, but visibility was much harder than I expected. It's difficult to get rid of artifacts without creating new ones.
First Day (07/03/10)
This morning I started the project, including CharLib and a Mersenne Twister implementation from another game. Added everything to source control. Since then I've been steadily adding basic features, now it's possible to fight a bunch of very stupid goblins in a large room. I was surprised at how long it took to get messages to display at the right time and gramatically correct (I think), but generally progress has been good.
7DRL Started (07/03/10, 8:45am)
It's 8:45am and I'm starting my 7DRL (7 Day RogueLike), 'A Quest Too Far'. It's going to be about a veteran adventurer, who's beaten a few roguelikes in his time ... he's old now but it's time for one more outing.