The game is now complete! Well, in truth I’ve had a few new ideas, but this release settles everything designed into the game originally. Players should find the Es more manageable, but may find more challenge elsewhere. The music is also a little less painful. Downloads and full release notes:
Have fun! And any feedback is greatly appreciated.
With a record-smashing number of 7DRLs completed this year the traditional bunch of reviewers just can’t cope. So we’re looking to expand our ranks to include a lot more people from the roguelike community to help review all of the 7DRLs made this year. What we’re looking for:
- Experienced roguelike players or developers, especially those with good knowledge of 7DRLs
- You must be willing to spend at least an hour a game on at least 10 games, chosen at random, that may be shite or buggy or hard to get running with poor instructions etc
- You must give objective ratings from 1-3 on 6 areas (see http://www.roguetemple.com/7drl/2012/ for examples) with short written justifications for each
- Write an overall description of the game, that is both informative for players and constructive for the developers
- A RogueTemple account so you can join in lively discussion on the private subforum
Sound like something that interests you? Then please fill in this form: https://docs.google.com/forms/d/1SHU4UCAnBuXqsZP6X_9K-aP2iqzxrBpKUQMNIsKkLfM/viewform and help make history!
Mosaic is successfully complete! And it’s everything I wanted it to be You lay down tiles with your movements, and enclosing areas fills them in with tiles, killing enemies within. In the last hours I managed to cobble together a procedural music engine that generates sounds based one the position of mosaic tiles on the map – AND IT SOUNDS AMAZING! Maybe I’m skewed because I thought it would sound awful, especially since I know nothing of audio or music theory…
More details and the downloads for Windows/Mac/Linux. Hover over the ‘?‘ in-game for detailed instructions, or look at the spoilers in the Escape menu for more details.
Too lazy to download? Okay, here’s a video:
Mosaic is now already at what I can call a complete state, but I have 12 hours left and I’m still looking to add more polish, in particular sounds. However what I could dearly do with right now is an idea of game balance, and for that I need playtesters! Here’s the current build:
http://gamesofgrey.com/games/mosaic-alpha.zip (Windows standalone)
http://gamesofgrey.com/games/mosaic-mod-alpha.zip (module folder only to work with T-Engine 1.0.0)
It’s a quick game and easy to get into, so I’d appreciate anyone giving it a quick whirl. Let me know how far you get, how easy/hard/boring you find it, and what you think of the enemy balance. Having tested myself I feel it’s exactly the right level of difficulty, but I’ve made the serious mistake in the past of thinking that’s fine for other people :/
The only known bug at present is the laying of a superfluous tile on level change. This has been there from day 1 and in spite of many hours of effort I haven’t managed to fix it! It doesn’t change game balance at all, but it’s quite annoying >:(
I have a well-tiled base now, I just need to build on it. Mosaic now fills in patterns of tiles when you enclose a space, destroying any enemies within, and it does it rather prettily I must say! Only two basic enemies in so far, but more will come. There are command sequences too – do certain moves in a row and it’ll have a bigger effect.
Measly enemy, what are you in the face of beauty?!
Want to have a play? Well here’s the current build. There’s still much to do, but it should give an idea of how the game will feel. Any problems let me know! Just Windows for now – I’ll have OSX and Linux ready on Sunday.
There’s a heavy question mark over whether or not I can get sounds in the way I want them. Will have to see how much time I have… But in terms of central gameplay it will all be there. And I’m rather enjoying how this is turning out
I have many colours! About a million in fact, which combined with ~100 different tile outlines makes for 100 million subtly different mosaic tile types in the game. This is, perhaps, too many, but the cull can wait. At the moment I’m marvelling at the T-Engine’s propensity for on-the-fly tile construction
Disco rogue, yo!
Not sure about the @ / treble clef combo. Needs a bit of touching up at least. The scrolling starfield may go too, but it looks kinda funky.
I’ve been listening to Pachelbel’s Canon a lot. It represents a few of my ideas for the game. When I get the gameplay in, that is…
Remaining plan: Floodfill of tiles in enclosed spaces, generation of enemies that rip tiles apart, level advancement, add life, add sounds. At some point I have to think up a victory condition.
As of 6pm GMT on Sunday 10th March I am beginning my Seven Day Roguelike. Hopefully I will shrug off last year’s failure and resume my previous run of successes!
The name of my game is Mosaic, and it will include a mishmash of ideas that have been floating around my head for a while. In particular it will include:
- Simple 4-way controls. No other controls at all.
- Strings of moves trigger wider special moves.
- You change the map with your moves. The whole game interaction will be about crafting the map around your movements.
- You die in one hit, but the terrain you construct will act as temporary defence against enemies.
- Incorporating Conway’s Game of Life somehow.
- Procedurally generated music based on the terrain you construct (a bit like Tonematrix).
- Some arty fluff about self-expression and creation.
I’m also hosting a London Afterparty on the evening of Sunday 17th for 7DRLers to meet up and play each others games / weep about their failures. If you want to join in sign up here: http://7drl2013.eventbrite.com/#
Good luck to everyone taking part! It’s gonna be one hell of a big crop of games at the end