Seven-Day Roguelike Challenge 2014 will run from Saturday, March 8th to Sunday, March 16th. You can choose any 168-hour period inside this window to develop your roguelike.
Please let people know about 7DRLC 2014 on your blog, Facebook page, Twitter, Google+, &c.! Use the hashtag #7drl.
Check out “How to Post on 7drl.org” for more information about the challenge and about how to contribute on this community blog.
Hi everyone, Ed here! Once again I’ll be participating in the 7DRL challenge, but like last year, I won’t be posting individual progress updates on this blog. So if anyone wants to follow the progress of my roguelike (titled “Beware of Strange Warp Points”), point your browser here:
I guess I should probably try and whet your appetite, though! So BOSWP, as I’ll call it, is a space themed roguelike similar to Jo’s KlingonRL from 2013. This one is set in the universe of the Space Empires 4X games, though, instead of that of Star Trek. You’ll be tasked with repelling an alien invasion, and you can customize your ship with various weapons, engines, shields, and other components, purchased using mineral resources you will find left behind by defeated enemies, or given to you as tribute by allied colonies.
Hey people! I’m relatively new to making full games and I’m not even sure I can complete this one but I’ll do the best I can
My roguelike takes place in an office building, and as with many roguelikes you have to get to the lowest, or in this case, highest level. You have to get to the top but you also have to remain inconspicuous otherwise you will risk getting fired, which is this games equivalent of permadeath. I’m hoping to add random character trait generation that can hinder or help your climb so things like charisma or whether you are tech savvy. Basically keep looking busy to reduce the ‘suspicion meter’ on npcs so carrying paper and walking around. The higher you go the harder it is to remain inconspicuous. Also getting higher may require you to collect ranked access keys or passes to enter certain areas.
This is my first time doing this sorta thing and I want to make it as polished as possible which means some form of random generation of the floors. If you like this idea or have any suggestions please leave a reply. It will be greatly appreciated
On March 8th, I shall begin work on a 7DRL.
Conscripted: A noble house has recently discovered a previously closed tunnel in their cellars, which leads down into the underdark. Fortunately for you, you no longer have to serve out your term in prison. Unfortunately for you, armed guards are forcing you through some gates in a dark cellar. Come back when you’ve got something worthwhile!
Poachers Will Be Decapitated!
Decades of exploitation by “adventurers” have left many species such as Orcs, Kobolds, and Trolls in danger of extinction. The monstrous dragon Uozeni, who once burnt your family and your village to cinders, lurks at the bottom of a previously undiscovered cave.
Populations here are much stronger than elsewhere, and the Society for Conservation and Ecology of Dungeons are protecting the inhabitants in the hope that they can later be reintroduced to other locations. Adventuring is restricted by strict limits on killing and looting, which are enforced by the Rangers, Inspectors, and Castigators of SCED.
These kill limits aren’t nearly enough to sustain a traditional approach to dungeon adventuring. To avenge yourself on Uozeni, will you work within the rules, subvert them with stealth, or publicly flout them?
Remember: SCEDRIC decapitates poachers!
I’ll cross-post updates here, on RogueTemple, and on my blog (kleinroguelikes.blogspot.com).
I’ll be writing in C++, using BearLibTerminal for display and my own library Griddle for back-end tasks like map topology, actor management, FoV, and pathfinding. I’ve written some experiments in map generation and general use of BearLibTerminal and Griddle, and a lot of their code will probably be used in the 7DRL. Source for the game will be released as usual.
Griddle is intended to be reusable in a wide variety of grid-based games, enabling effects like seamless travel between map chunks and rotation of player perspective. It makes heavy use of template metaprogramming and is currently a header-only library. Once it has a more stable and well-organised API I’ll try to release it as a compiled library that can be used from other languages. That way it can usher in a new golden age of ridiculously disorienting maps cobbled together from rectangles and glue. With a side order of smoke and mirrors.
Some may have noticed the overlap…
Any way to ethically make a Cyber Punk Roguelike and submit to both? Say work on the game form the 1st-7th and submit the next day? If not im going to be one busy dev this month ><
My 7DRL 2013 appearance was being frequently disturbed by my other arrangements and ended up badly. This year I planned my 7DRL break better – or so I hoped – until I was summoned to court, taking place 5 hours by car from where I live, in the morning, in the middle of 7DRL 2014 week. I will need to get up very early, spend much time driving, cope with the court performance, and end up knocked-out by exhaustion. I will for sure lose one day of 7DRL challenge time.
So I thought: if I spent 2 days on the challenge, then take a break for 1 day, and then continue for 5 more days, would it be considered much of a cheating? Or should I stop trying to be clever, accept one lost day, and try to catch up it in the remaining six? What do you think? Let me know in the comments.