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Unity Tiny 7 day roguelike
Lots of different things in the game could be made better with an audio cue! I foresee the design like this:
Example: Player successfully moves, and calls AudioManager.PlaySound(Footsteps)
Note all the CC0 audio assets are available in the /Audio/Effects folder.
Note: Unless you want to don't bother with up-staircases. It makes things simpler if we don't have to worry about the state of previous levels
The buttons in the Start Scene both have scripts to load into either the ASCII or Graphical version of Tiny Rogue.. unfortunately they don't work, and instead throw the following error:
EntityManager.AddComponent/RemoveComponent/CreateEntity/DestroyEntity are not allowed during Entities.ForEach. Please use PostUpdateCommandBuffer to delay applying those changes until after ForEach.
at Unity.Entities.EntityManager.BeforeStructuralChange() in C:\UnityDev\hw19-tiny_rogue\Library\PackageCache\[email protected]\Unity.Entities\EntityManagerSync.cs:line 33
at Unity.Entities.EntityManager.CreateEntity() in C:\UnityDev\hw19-tiny_rogue\Library\PackageCache\[email protected]\Unity.Entities\EntityManagerCreateDestroyEntities.cs:line 57
at Unity.Tiny.Scenes.SceneService.LoadSceneAsync(SceneGuid sceneGuid) in C:\UnityDev\hw19-tiny_rogue\Library\PackageCache\[email protected]\DotsModules\Unity.Tiny.Scenes\SceneStreamingSystem.cs:line 69
at ButtonLoadSceneSystem.<OnUpdate>b__0_0(Entity entity, PointerInteraction& pointerInteraction) in C:\UnityDev\hw19-tiny_rogue\Assets\tiny_rogue\Scripts\Systems\UI\ButtonLoadSceneSystem.cs:line 15
at Unity.Entities.EntityQueryBuilder.ForEach[T0](F_ED`1 action) in C:\UnityDev\hw19-tiny_rogue\Library\PackageCache\[email protected]\Unity.Entities\EntityQueryBuilder_ForEach.gen.cs:line 82
at ButtonLoadSceneSystem.OnUpdate() in C:\UnityDev\hw19-tiny_rogue\Assets\tiny_rogue\Scripts\Systems\UI\ButtonLoadSceneSystem.cs:line 13
at Unity.Entities.ComponentSystem.InternalUpdate() in C:\UnityDev\hw19-tiny_rogue\Library\PackageCache\[email protected]\Unity.Entities\ComponentSystem.cs:line 818
at Unity.Entities.ComponentSystemGroup.OnUpdate() in C:\UnityDev\hw19-tiny_rogue\Library\PackageCache\[email protected]\Unity.Entities\ComponentSystemGroup.cs:line 451
I think this can be fixed by pushing the call to LoadSceneAsync
in ButtonLoadSceneSystem.cs out to a command buffer.. but I'm not technically knowledgeable enough to investigate/implement this myself.
Closed doors should block sight
Reminder to myself to fix it.
Z
tile to indicate a downstair caseZ
keyRobert Marriott
get sprite frames and display them one after the other
Inventory System
For the representation seems like inventory items should be entities. Maybe everything with a “CanBePickedUp” component.
z
(interact) removes it from the world while the player is over itItems in the world should be removed when the level is destroyed.
Items exist in the level and you can pick them up
provdie a line or two of text while playing
When enemies die, they give up items that you can then collect
I don't think the current log system is how they normally work in roguelikes and if a lot of things happen in a single turn then it will be hard to track.
The Dungeon Generator task has a subtask to record what level of the dungeon you're on.
Fonts throughout the game do not render correctly. I think this is down to the font generation config in TextMesh Pro.
Log messages probably should be queued up and sent over a couple of frames.
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