Beware of Strange Warp Points: dev continues!

If you enjoyed my 2014 7DRL, “Beware of Strange Warp Points”, you’ll be glad to hear that development has been continuing – a friend of mine from the Space Empires community stepped up to fix some bugs and add a few neat features, and that prompted me do do some more work on the game myself!

So what will you find thus far?

  • Fixed bug causing repeated colonization of planets using long range sensors.
  • Added shield regenerator components.
  • Fixed bug causing enemy ships to move at the player’s speed. Watch out for those scouts!
  • Added mineral planets (they’re the best!) from which you can gain small amounts of resources.
  • Missiles that are shot down are now described as being shot down, instead of missing.
  • The game now ends properly when you win.
  • Fixed bug causing ships destroyed by losing both crew and engines simultaneously to grant double salvage.
  • Log messages now appear in the proper order (not reversed).
  • Log messages are now colored depending on what happens (generally, blue = good, cyan = very good, yellow = bad, red = very bad, white = neutral)
  • Log messages turn gray after you take your next turn, instead of disappearing. (They still disappear after 25 of them accumulate, though.)

You can download the C# source code here:

We haven’t yet put together a v1.1 build, so you’ll need Visual Studio (2012 or higher; there is a free Express version) or MonoDevelop to build it.

Beware of Strange Warp Points – complete!

So I completely my 7DRL today! You can download it from my Bitbucket repo as either binary (in the Download section) or C# source (using Mercurial). You’ll need the .NET framework installed to play – Windows XP users, download version 4.0; Linux/Mac users, use Mono (though I haven’t tested it on Mono yet).

Here’s a screenshot to whet your appetite:

BOSWP screenshot

Beware of strange warp points! (Where to follow progress of my 7DRL)

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.

7drl epic fail (for now) – Into the Darkness

So all I got done was a grid of @ symbols on a Silverlight page… Sorry about that! By way of explanation, I didn’t really think I’d have the time to finish this, but I also didn’t expect a chaotic week at work draining all my enthusiasm for development! I’ve been almost dreading coming back to this blog to see what awesome things everyone else has come up with, when all I have is a grid of @’s… but hey, I can always try again next year, or make an out-of-challenge 7drl when I do have a spare week, or even pick up where I left off with Into the Darkness… after all, if you hadn’t figured it out from my announcement post, my 7drl was supposed to be themed around Christianity, and Christianity is all about second chances! πŸ™‚
By the way, my mom posted on Facebook something about picking NCAA tournament teams by “alphabetical primacy”, and I thought about that for a minute… hey, wouldn’t “Alphabetical Primacy” be an awesome name for a roguelike??? πŸ˜€ Kinda generic sounding, like “World Supremacy” or “Galactic Civilizations”, but I don’t think anyone has used “Alphabetical Primacy” yet!

Didn’t accomplish much today…

So I got a screen full of @ signs… hooray πŸ˜›
Then I got distracted and started playing Dragon Quest VI (awesome game btw), and then working on Star Legacy (the 4X game that I’ve been involved in developing, but haven’t had much time for what with my new job)…
And now someone at my church says the website needs updating, and I volunteered to help with that…
I somehow doubt this roguelike will get far, at least within the timeframe of the challenge… πŸ™

My idea: Into the Darkness

So here I am, my fourth year entering the 7drl challenge… twice I have succeeded in producing something resembling a roguelike (Decimation and Smash Arena being my successful entries), and once I have failed (Rogue Battalion)…

I’m thinking of creating a game where everything is based on color, and the goal of the game is to light up the entire map in white. Each color (red, green, and blue) will represent some positive attribute (say, Red=Might, Green=Vitality, Blue=Creativity), and starting the game the player will be able to choose one of three beings to play as, each with its own strengths and weaknesses in the various attributes. (Say, each being could have two of the attributes in abundance, and one being lacking, or for a real challenge, each being could have only one attribute in abundance and two lacking!)

So each tile on the map will have a color, and that tile’s RGB values will determine the three attributes of the tile; tiles with less of an attribute will be more dangerous for the player! Yes, I’m hoping to be able to play on a “map” generated from a bitmap image!

The enemies of course will then be creatures of darkness, spawned from dark tiles and attempting to spread darkness; the player’s job will be to eliminate these creatures of darkness and bring light to the entire map. To make the game more challenging, as time progresses, the darkness will grow stronger, spawning more and more evil creatures, despite being confined to a smaller area of the map as the player spreads light. But if the player dies, all is not lost – this game will be a bit like Dragon Quest, in that you will only suffer a small setback if you die!

There should alsoΒ be NPC characters which are neutral creatures; they should be able to be “possessed” by the evil creatures; the player should then be able to drive the evil creatures out and win over the neutral creatures to the cause of light, so that they can help him spread light to the map.

The player’s abilities will depend on his attributes – for instance, if the player’s Might attribute is high, he will be good at fighting the evil creatures, whereas if his Vitality is high, he will be good at resisting attacks, and if his Creativity is high, he will be good at winning over and converting allies from among the NPC’s!

You might wonder where I’m going with this crazy idea… All will be revealed in due time! I just hope I can pull this off…