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Devlog: Corridor Fight Scene

A topic by Brain in a Bowl created Mar 01, 2026 Views: 381 Replies: 10
Viewing posts 1 to 7
Submitted(+2)

I won't start the development of the game until tomorrow, but to save time I'm starting the devlog already.

My jam game will be called Corridor Fight Scene, and it will be a tribute to one of the greatest tropes of action cinema: The protagonist on one end of a hallway, a door on the other end, and a lot of enemies in between. 

The project is built on the bones of Piss and Vinegar, both in concept and on a technical level. I've made a lot of improvements to the JavaScript engine (which I'm really, definitely going to spin off into a separate project any day now) and I'm hoping to address most issues of Piss and Vinegar:

  • Keeping momentum: Every level consists of a single hallway, with the camera panning from the entrance to the exit. It's up to the player to keep up with the shot or perish.
  • Better readability: A clear display of what's going on, with better visual feedback for what the player is planning and what happened.
  • More diverse, tactical play: Turns will be slightly longer, adopting a Jagged Alliance 2 style energy system to budget your moves.

I'm also aiming to make this game as cinematic as an ASCII grid can get.

Let's see how things turn out!

Submitted (1 edit) (+2)

Day 1: It begins

I've got a map displayed in a glorious cinematic 2.39:1 aspect ratio (rounded up to account for square cells), a gui, the player character and a random enemy. Pathfinding and line of sight seem to work nicely, but there's an occasional snag in my Dijkstra. I'll try to get that cleared up before really calling it a day. Edit: Snag solved!

Just like my last 3 roguelike jams, I'm once again sticking to the GruvBox color palette and JetBrains Mono font. I guess that's my personal branding now?

Next up are basic combat and an item/inventory system. Getting the inventory system to behave gave me a lot of trouble last time, so I'm keeping my fingers crossed. 

I've also recruited Nicki Jupiter to provide some music (despite her already being busy with other 7DRL projects).

Submitted

Really like the art style.  That colour palette is very cool.

I like the art style, the paper-esque color palette on ascii is cool. if like the details of what the floor tile is or lighting elements are not a major concern. 
Interface looks sort of mobile-like? 

Submitted(+1)

Day 2 & 3


I had a couple of exhausting days, so not much progress developing in the evenings. Still, there's the base for a combat system and enemy AI. It's also getting painfully obvious I'm basically doing a remake of Piss and Vinegar with a much more solid technical base and a more thought-out design.

Submitted

I really like the visual style!

Submitted(+1)

Day 4: More combat and AI

Allowing for multiple moves per turn ended up being a mayor hassle to implement. I ended up slapping together a system to add attacks and other actions to the movement queue. It's not very elegant, but it works and can be used by both the player and enemies. Enemy AI has been expanded, once aware they will now look for the player at the last place they saw them. I'll not make them too smart, to keep the pressure low.

I also added shoves and throws to the player vocabulary, because tossing enemies around is where the fun lives.

Up next:

  • Ranged combat
  • Inventory and equipment
  • (Very) basic physics for tossing enemies and items.
Submitted

Day 5

I've implemented ranged attacks, delayed attacks, and area of effect attacks, and extended the enemy AI to both use these and to allow the player to exploit them. I've also spent over an hour chasing down a rogue lowercase "s" that should've been uppercase. Such fun.

It's also time to face the fact I've horribly overscoped - again. So time to cut features and package this thing up. I've got two evenings of coding time left, that should be plenty. Right?

Submitted

It's plenty. Don't even worry about it!

Submitted

馃槉

Submitted

And it went live last night: Here!