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7DRL 2018 dates announced for 3-11 March

With the dawn of a new year we have a new 7DRL Challenge on the horizon! The Challenge week has been set for 3rd-11th March 2018.

This year we have forgone the usual voting for dates, as it always produces predictable results of the latest date option being chosen. Instead we are now following a rule of trying to hold the challenge in the first full week of March, with an exception being made whenever this clashes with GDC.

More information can be found on the 7DRL 2018 Challenge page.

Turncoat Tomb  Fixes, Features, and 4-chan trolls

#TurncoatTomb

Update 1.0.2.2   Fixes, Features, and 4-chan trolls

Turncoat Tomb got a major nugget of negative criticism from some anonymous person on 4-chan (found it by googling Turncoat Tomb)  and it’s weird here it is:

“Can only move in 4 directions. Combat is a stupid puzzle where you just find the right item and instantly win. When you die it spends about 8 seconds zooming out before even starting to load a new run. -2/10 actively worse than the games that aren’t even roguelikes.”

That’s pretty harsh and kind of bizarre: almost as if he didn’t even play the game at all.  There is no “puzzle where you find the right item and instantly win” combat is basic bump attack with D&D style to-hit vs armor class rules it’s nothing special.

Of the 7drls this person “reviewed” most got a zero out of 10 (highest was 3)  and it is on 4 chan- if you scroll down a bit people complain about the “Jew problem” no joke.  A real classy place.

However there are a couple of legitimate gripes buried in there.

The zoom out takes too long I took that down to like 2-3 seconds.  That’s my bad it was way too long.

It is only 4 directions.  But then so is Dungeons of Dreadmore.

I could make it 8d pretty easily, but to be honest I never cared about diagonals.  I didn’t know Rogue even could go diagonally for a long time, and you end up going SQRT(2) grid spaces instead of one so it feels like cheating when monsters do it like it’s one space.  Keeping 4 directions gives  the player a particular kind of game flow that I like. Plus the keys are weird if you do 8d.

The “puzzle where you find the right item and instantly win” really puzzles me.  Why would someone think that?  The problem is some of the game mechanics aren’t super obvious right off the bat –particularly giving gold at altars and what that does.

I’m not sure how to fix this without maybe an optional tutorial level or something.

The whole point of the game is monster-on-monster combat, so I added experience for the player for friendly monster kills.  If “your team” scores a point you score some too so there’s more incentive to get them to fight each other.  You can now discard coats just like weapons.

Anyhow I uploaded a new release that will hopefully get me up to a more respectable score of 0 for the discerning 4-channer.

  • Less time between runs
  • Can now drop coats (except the grey coat) just like weapons
  • Friendly monsters no longer block the player (that was a major frustration for play testing)
  • 1/2 Experience points for friendly monster kills! You get ep for their kills
  • Added Some combat sounds
  • Got rid of unused sounds
  • Faster beginning spin
  • Weird bug where it sometimes gives you a sword at the beginning?  Left in. It seems to do it really periodically and I can’t figure out why. It’s kind of cool actually.  I was thinking of doing that but some emergent bug in my code did it for me.
  • Added “to next item” on the text that floats up when you give gold to a grey altar.Here it is:https://uberdroidgames.itch.io/turncoat-tomb

I would love some more feedback hopefully a little more constructive than that one, but it all helps.  I suppose I can take some comfort in the fact that of the 100+ entries it was one of a handful even talked about in that dark corner of the internet…

Patient Rogue [Success]

https://watabou.itch.io/patient-rogue

Explore the dungeon, use weapons, armours and spells to fight monsters, find the Amulet, as usual. But now all these things are cards.

The idea was to implement in a simple card-based game as many tropes of the roguelike genre as possible. Unfortunately, I didn’t have enough time to add some of the most interesting tropes, such as character classes, bosses and quests.

Dragonvein

https://itch.io/jam/7drl-challenge-2018/rate/203688

The world is in danger, four dragon veins has started to rise from the ground, it’s only a matter of time before the dragons come, and then the world is surely doomed.

Gather the men you can from towns and castles, battle monsters in forests and mines to gain the loot and experience needed to get stronger, and when you feel ready, charge the dragon veins and kill the dragons before they gain their greater strength in the fire.

Running Late on my 7DRL Entry

https://twitter.com/Doomlaser/status/972067621209346048
view to a kill

I’m making a third person 3d action shooty roguelike, but the deadline snuck up fast. I’ve done quite a bit of work on it so it should be finished soon. If you’re interested, you can track the dev on my Twitter profile here @Doomlaser.

Big Brain is very thoughtful.

Great competition again, everyone. This is my first 7drl, but I’ve had a lot of fun seeing everyone work on their games through the week.

The game has a page on itchio here.

Mark

Turncoat Tomb Day 7 DONE!

Well here it is all done!

I PULLED IT OFF!  I can’t believe I did it!

I am beat! This was very intense.

Turncoat Tomb

Four coats to turn to and 2 glorious weapons slots.

I did all of the the game graphics every bit in Construct 2’s sprite editor from scratch.

I had to give up a lot of things I wanted to put in, but this is a very fun and complete game.    The thing is, as you go up the tower, the undead get tougher way faster than the rest of the monsters or you.  So the only way to survive is to slowly make frenemies with the color monsters so they will help you or at least not bother you against the living dead of the tomb. To do this you need to turn your coat as the name suggests.

ASDW directions.  Have fun it’s right here:

https://uberdroidgames.itch.io/turncoat-tomb

Here’s the description I put on itch.io:

Around the levels there are coats.  When you get one you can switch to it and those monsters will leave you alone.  There are different colored altars that push out monsters.  Grey altars give you weapons and health when you put gold in them.

Other colored altars accept donations in exchange for that color hating you less.  When you drop gold in them (10gb at a time) a number form 1-10 floats out indicating their animosity toward you (whatever color coat you’re wearing).

The crypt altars will give you nothing but pain and they will always hate all life. But they’ll take your gold anyhow and who knows?  Maybe they will ask you join them.

It’s played entirely with the A S D W keys for direction.   Mouse click on coats and weapons to equip them.

Once you’re dead, the game reloads.

Sometimes it’s hard as… well it’s a Roguelike that’s for sure!

Fuzzy Wuzzy Hunters is Finished

Hurrah! I finished all my goals. There are some things I wanted to do but was not able to get around to but that is life. This whole day was actually spent almost entirely on the dungeon gen. I finally was able to get it to have the claustrophobic yet connected look I wanted. Don’t know how well that will work but it looked nice. I even made a half decent picture for the itch.io page

Anyway the page for it is here

Animating so players know how far blasts reach

Well, to do that simple task I had to make a lot of painful architectural considerations.

warp-with-animated-blasts

I ended up choosing to freeze the game loop (no game state updates from entities, no UI input considered), give commands that had animations as much as they wanted to update state and call the main draw function, then call any game state-updating callbacks before returning to “normal”.

So, I could accomodate a blast command that animated the blast, then removed the characters it destroyed instead of before.

Fuzzy Wuzzy Hunters: End of the first day of two

Because of work I am limited to having 2 actual days of programming and this is the end of my first one. Luckily I managed to get most of what I wanted done so I can focus on some more aesthetic based things tomorrow.

My starting point for this years 7drl is the completed python libtcod tutorial found here. I like the direction it went. Sadly there are some bugs and a few nitpicks that I had to fix. I actually spent the end of last month and up until the day before yesterday slowly working on it. Though admittedly that says more about how little time I had then anything else.

My first change of the day was offloading the creation of monsters into a separate file. This was more to make it easier to find them than anything else though. I much prefer a plain text style storage but I lacked the time to really go through with it this year.

Next up was working on the monsters I actually wanted instead of the generic orc and troll you get. My theme is ‘naked’ animals. More specifically the game’s name ‘Fuzzy Wuzzy Hunters’ is a reference to the old song about a furless bear. If you have ever googled what they look like you will know those things look horrifying. To go with it I included a small selection of naturally hairless mammals (technically a lie as all mammals have hair, these just have almost none). This list contains Naked Mole Rats, Naked Mole Rat Queens (mostly just because they are one of the few mammals that do this), Sphynxes (the hairless cat, not the myth), Hippos, Elephants, and finally Fuzzy Wuzzy himself.

When stating them up I wanted some randomness to the stats. This however would make the xp values a little off with some stronger ones giving just as much as the weakest of weak. I would have also had to calculate the value myself anyway. In the end I decided to use a relatively simple formula to generate the values. It was hp * defense + power squared. This actually got me values shockingly close to the originals on the orc and troll. My reasoning on this specific formula was defense is a modifier on hp. The more you have of the first the longer the second lasts. With power I originally wanted to just multiply it by 3 or something but I decided that the more you have the more it is worth (mostly because of being able to pierce defense). Since the values never get too high (I limit the game to 5 dungeon levels) simply squaring it gives it a scaling worth.

After that there was some general things like switching it to use ‘#’ for walls and such. Mostly though I worked on combat for much longer than the number of lines changed would indicate. I didn’t want a ‘fully’ random combat system like using 3d6 or something. In the end I decided on most attacks just doing their power with 25% doing 1 less (min 1) and 5% doing 1 more. This felt about right from the little bit of testing I did. Though as with many things I feel this would not hold up in the long run and likely only works as I have kept the dungeon short which limits stat inflation.

Second to last I removed the equipment system in favor of having a choice of 3 weapons at the start which act like classes. This was actually one of the main things I wanted to do in the game so I am happy I got it done today. While each weapon can still do the regular bump attack they all have their own quirks. The most normal is sword and board. Its big feature is simply that when you bump attack and until you move there will be a 50% chance to not be hit by attacks. This is to represent the character being skilled with hunkering down and defending with his shield. The next in complexity is the pike. No dodge chances or anything. It just hits not only the square in front of it but the one directly behind it as well. I actually feel I need to change the two as in the end they are still mostly the basic bump attack if fancier. Finally though is the daggers. This one has been an attack method I have long thought about. Instead of static face to face bump fighting it allows a sneaky run by attack. When moving in a direction the tile directly to the left and right get attacked by your daggers. This allows for an active fight most suited for crowded areas. I also gave them a bit of a dodge chance where as they move it is harder to hit them. Right now for every turn moving they get +5% dodge chance to a max of 25%. This feels a bit much so I might reduce it to +1%. Really though I should probably make it only count when continuously moving and next to enemies.

The last thing I did today was more of a little hidden gem sort of thing. I increased the rarity of the naked mole rat queens. Along with that I made the more powerful ones a lot rarer. However to go with that I gave the more powerful ones longer names depending on how much better they are. I am also thinking of going back later and upping the xp even more though it technically does this already with my formula.

You can find the github for my game here and if you want to look at it as it is as of this post this link should take you to my end of day 1 merge into the master branch. My plans for tomorrow is to work on the dungeon gen to make a cave map instead. This will actually be a new thing for me as I have so far focused entirely on the standard dungeons and corridors model.

 

Warp, with blasts

Today, I got working:

  • Zooming and panning. I wanted to avoid this, but it was just too hard to play without it.
  • Mild tuning: Grids are bigger, and gravity effects less intense, leading to fewer confusing click situations.
  • A UI layer (with one button currently) that lets you perform commands right now. (There’s one command: Blasting characters in a certain radius.)

I might have time this weekend to do more thing. Possibly, a basic enemy attack? The ability to hop grids? And then some explanatory text and posting to itch.io. It’s not done, but this has been better than last year’s attempt.