I’ve been recently fooling around with a nice 2D java games engine named “Slick” made by Kev of coke and code. Here’s a screenshot of my 1 hour prototype game in it

I’ve been recently fooling around with a nice 2D java games engine named “Slick” made by Kev of coke and code. Here’s a screenshot of my 1 hour prototype game in it

Screenshots below show a couple of new things, fire ants and better caves, but underneath the hood made some important technical changes:
- All units, tiles, items, and the player are stored on grids rather than in lists that have to be cycled through every turn. This greatly enhances the efficiency of the game.
- Improved the generator so it can never generate “holes” that can cause out of range crashes, and also now the cave generator generates the correct amount of tiles (instead of 20×20 being really 21×21. don’t ask how this happened
)

0.2.0 is in action!
- Added scrolling maps and improved tile based movement (the graphics display what’s on screen at coordinates but all locations are static)
- Added mini map feature via the “m” key (will eventually make semi-translucent one that can be enabled/disabled with m key in the future.
- Added improved handling of large maps
For version 0.2.2 I plan on improving the map generation algorithm to better utilize the map space given, and in 0.2.1 I plan to improve the look of the edge of the map.

mini map feature in 0.2.0

- Drew a new tileset for the game! It’s a forest! In this tileset, there is no need for a torch, though our hero still carries one :O You can still encounter the cave, however, and it is random at the moment. In the future I may have an overworld and different dungeons so this is a good step towards it?
- Added a slightly better item system (Items can be armor or weapon at the moment, and have randomly generated material and armor / damage based on them but still randomly altered from a base)
- Better AI! It’s no A* pathing (yet) but it gets the job (somewhat) done!

Added different stats and now items raise those stats for you.
Added a very simple enemy attack mechanism, and player death checking (though I don’t die since the enemies are too powerful for me at the moment
)
Draws actors based on layers
Added inventory system


- Added basic run-into to attack combat
- Added very rudimentary item support (pick up item and you gain all its attributes)
- Added music, but you can’t see that
- Added health bars that arrange themselves to not overlay the player

- Added enemies (that currently stand still and do nothing) and items (do nothing)
- Drew a slightly pathetic image for our hero
- Fixed a bunch of bugs and improved the generator algorithm slightly

Been doing some more Java programming, and am working on a roguelike currently, due to it being one of my favorite types of pc games, and also that it will be a good learning experience. So far I have created a random cave generator, a cave tileset, player movement, light radius, and… yeah that’s about it at the moment!