Awesome
DuDuHoX
Making a maze game in order to learn Haskell.
Game
- Player is represented by '@'.
- Player can move around pressing W, A, S and D keys.
- Can move only on top of walkable floor (represented by '.').
- Player can quit the game pressing Q key.
- To win the game, move on top of exit (represented by '!').
Progress
OK
- Movement: W, A, S, D.
- Quitting: Q.
- Winning: Moving onto '!'.
- World parsing: Matrix of char -> World.
- Line of sight: Bresenham's algorithm.
- Fog of war: Seen objects are grayed out when they go out of sight.
- Draw walkable floor: Walkable floor ('.') is not the same as empty space (' '); Empty space do not block vision but can't be moved onto.
- User interface (world display area, controls, message area): ASCII art.
- World scrolling: Player is always at the center of the screen.
- Console user interface: For old school lovers, has a buffer problem on Windows, need to press
enter
after every move. - OpenGL user interface: Not super sexy, but has nicer graphics than the Console version, no buffer problems on Windows and a move-transition animation.
- Background music: over-bad OpenMPT music made by the greatest composer of all history: myself.
- Animation: the player has an animation of two sprites.
Things to do
- Improve user interfaces code: Make a core game module that handles the state of the game. The user interfaces modules should only provide "receive input" and "render" functions.
- Improve OpenGL user interface code: make a monad, just like DuDuHoXConsoleM, but for the OpenGL version that handles, for example, textures.
- Improve animations on OpenGL interface.
- OpenGL user interface code is really ugly :(
- Add support for joystick.
- Graphical world editing: Create new worlds inside the game.
- Save game: Save your progress and resume later.
- Interactive objects: keys and doors.
- Circuits: Add levers connected to doors.