Assault Fish 1.3 – Official 2014 7dRL Entry

It is done!

My entry into the 2014 Seven Day Roguelike Challenge is complete! For evidence, check out the splash screen.

Assault Fish splash screenFor more evidence, try the game itself: AssaultFish_1.3. You’ll need Java 7 to play it, and the loading screen warning is no joke. If you don’t like the music you can mute it once the game fully loads and it’ll remember your choice next time you start the game.

I programmed this game starting on Saturday March 8th and ending on Saturday March 15th 2014. While there are more features I’d like to add, I’m very happy with the results. I think the game is fun to play, which is the most important thing!

There’s several features of the upcoming SquidLib 2.0 in use for this game. It uses the new JavaFX based sound management system instead of the old libGDX one. There’s lots and lots of transparent SGPanes being used. And there’s some other bits here and there.

Assault Fish v1.1

One day left!

Here’s what the overland map looks like:

assault fish map 1.1Or at least what it looks like after having thrown some fish around.

This is not the finished 7dRL version, but if you want to try it you can get it here. Note that you’ll need Java 7 update 51 to play. The controls in this version are as follows:

  • Main Map Mode
    • Left click without fish selected to movie in that direction. Moving into an elemental pool will start a fishing session in it.
    • Left click on a fish in the lower section to select it for throwing. If a fish is already selected, clicking it again will deselect it.
    • Left click with a fish selected on the main map to throw the fish at the clicked point.
    • Right click to deselect fish (if one is selected).
    • Ctrl-Left click or middle click to get more info about what objects on the map are under the cursor.
  • Fishing Mode
    • Left click to start the strength meter moving.
    • Left click again to cast at the current strength.
    • Right click when not casting to return to map mode.

Time passes during every cast in fishing mode, but in this version the enemies don’t attack so there’s not much to worry about. To be fair, they also don’t take damage so there’s not much for them to worry about either.


For a special prize, guess how many SquidLib panels I’m using in the above screenshot. Warning: prize may contain absence of prize.

AssaultFish – Prototype 5

Yep skipped a couple numbers there. Been busy trying out different locations.

Here we see a beautiful magma lake full of little magma fish.

assault fish water prototype 5The code which colors in the magma itself relies heavily on calls to SColorFactory and a bit of PerlinNoise magic.


Assault Fish – Prototype 2

assault fish water prototype 2Here you can see two different changes, smoothing on the terrain and a giant person!

The giant person is being drawn on another panel overlaying the first, with tiles three times as big. This is similar to the technique I used last year for the radar pings in Attack the Geth, but this is the first time I’ve tried it with different scales.

Here’s the smoothing code I used, it’s really simple.