Cyan Security – A Cyberpunk Success!

Cyan Security

Hello everyone! My name is Numeron, and this was my 10th attempt at the 7 day roguelike challenge 😀

My game was a success and can be downloaded here!

In this game, you command a Cyan Security Robot, on a mission to investigate and exterminate the source of increased disorder in the area. As you kill your enemies, your combat chassis charges up and when ready you beef up to a large 2×2 unit! This helps because there are also plenty of enemies at 2×2 tiles, and the final boss is 3×3. Another unique feature is, instead of consumable items, you get permanent upgrade cards which cost energy to use – energy also being your health so you can’t spam them too much!

I spent time this 7drl doing not just those new features, but also on the lighting engine. I made them colorable and animated, so they can flicker and glow – all things which add considerable character and atmosphere. Take a look, though I suggest downloading and checking it out yourself as everything is animated 🙂

Screenshot 1

Screenshot 2

Screenshot 3

Cyan Security – Day 4

Hello everyone! I’m keeping track of my progress here on the rogue temple forums, but I think this little collection of room screenshots looks pretty damn cyberpunk awesome, so I thought I’d plug it here too! As a part of this years 7drl I’ve upgraded my lighting engine a bit so lights can change color, flicker, and glow too! Lots more rooms and world-gen to work on today, so should be more to see in about 12 hours back on the forums. Enjoy 🙂


Cyan Secruity Screenshots

Cult – 7drl 2016 Success!

cult_whitedemonRise subjects! Your dark lord Azzafel commands you Rise!

Before my throne rests a twisted altar. Let it be known that he who can complete the rite of becoming upon its stone top will become my avatar!

A dark gift for only for one worthy enough to best his peer.Let the battle begin!


Click Here for a gameplay video by Rogueliker!

Click Here to visit the download page!

Hello everyone! My name is Numeron, and this is my 9th successful entry for the 7 day roguelike challenge! This year, my game is called Cult.

Cult is an arena combat game. The objective of the game is to maintain proximity to the altar in the middle of the map. Doing so for long enough will grant you powers of the Avatar of your dark lord Azzafel – which you will need to fend off your opponents attempting for the same, as only one cultist may be the unholy avatar! The player with the most time as the avatar at the end of the match wins.

I hope you enjoy my game this year – I think its a good one.

I have a thread on rogue temple , however I haven’t posted to yet so I thought I would shamlessly plug myself! This year, I started on Monday evening, and finished at 11:30pm Sunday night (was a close call getting it in on time!) I used an existing code base which is the same code as for my past 5 challenge entries, its becoming really messy haha.

Let me know what you think!


Download here.


The object of this game is to create an Artificial Intelligence, and set it to duel against the AIs of other players for a position on the global leader board.

The AI creation grid works like a flow diagram. Each turn, your AI will assess what to do by starting at the GO tile on the grid, and then evaluating the tiles in an order based on their configuration. Logic tiles (appearing in blue) will direct the logical flow of the diagram. For example, an IF tile will evaluate its condition and will direct the flow in one direction when true, or a different direction when false. Once an Action Tile (appearing in orange) is reached, the AI will tell the creature to take that action, and the turn will be over. There are a lot of possibilities for configurations inside the tiles, and you can maintain variables between turns to keep track of any state you want.

Above is an example of a simple AI that essentially wanders the map randomly until it finds something to kill, then does so. There is a lot more to implement though because there are three classes each with a different skill, and a few items as well so your AI will eventually need to balance its priorities.




As with every year, I took a week off work and was able to put 13-14 hours of my time a day into this, and used the same backing engine as last year. This means the scope is just crazy and I’m actually a little surprised it all got in.I was also really pleased with the LibGDX user interface library, and I have much better understanding of it now, though I had to make a few hacks to get things working correctly. I was able to do almost all of the UI basics in a single day, which left me a lot of time to work on the guts. Unfortunately the UI doesn’t scale well below 1024×768 but I don’t think that will be a problem for anyone.

I’m really nervous about the multiplayer functionality – hopefully enough people play that they can interact and not sit in an empty chat room, and hopefully the server doesn’t have a stroke in the night! I can’t get through the firewall at work to either the game nor the hosting company so I won’t be able to baby sit it as much as Id like. It can also take a while and some real planning to build anything complex, so I hope everyone has a bit of patience!Hopefully I see you all in game!

Day 6 – Rogue AI

I don’t have much time to spend writing this because I’m now on my last day and I feel there’s too much left to do. I only just started dungeon generation late last night, so its going to be a bit simple – but it should suffice for this game. I also haven’t extensively tested or even made any real AIs yet, so hopefully its not too bug ridden. Probably going to have to pull an all nighter tonight. Here’s a screenshot of the test mode – where you can test your AI locally, and also edit the level, add dummy enemies, switch between being a player in the level or a spectator ghost, and if you’re a ghost change the speed of the game. I also managed to get the same chat window into the dungeon screen so spectators can chat with one another in when watching online duels.

Day 5 – Rogue AI

Oh man oh man, two days to go and too much to do! This game is so interface heavy that it has loads of fiddly bits – I keep not being able to resist the urge to tweak and add minor things that ultimately only slow down the priorities. I guess thats why the games of my past are known for their polish… I keep adding minor stuff retarded stuff like this, when a normal log message would suffice:

Rogue AI – Day 3/4

I had to pack up my workstation, and move it to my new house (all other moving done last week thankfully) but I don’t have internet here yet which is both good and bad for development (especially considering I’m making a multiplayer game). So this post is a two day summary given I didn’t get the opportunity to do one yesterday.

I’ve completed the back-end data structure that holds all of the AI tile information, and it mostly connects to the front end interface so if you click away from a tile and come back to it, its settings are now preserved. I also wrote the code to compress and uncompress the whole thing into a byte stream so it can be sent over the network to the server to play publicly for everyone. A bonus of this is also the ability to stream into a local file, so you can save your progress. That took much less time than I anticipated so I’m glad that my networking code is good and simple enough to easily take that kind of thing on.

I don’t really have any screenshots worth showing today, but here is a taste of how the IF evaluator works. There are 5 different data types: Number, Direction, Target, Item, String and Boolean. Each data type has a dynamic selection chain for the left and right side of the IF, so a side for a Number type might evaluate to: [Enemies In Sight], or [Specific][“4”], or [Variable][“storedNumber6”] and once evaluated will be joined using using the selected comparison (ie =, != < > etc).

Where it gets really tricky is some selectors can contain selectors of other types, so an example of one with Number is: [Target Health][using target: <Target Selector>]. Now a Target selector might evaluate to: [Self] or [Variable][“target1”] or where it gets super twisted [Friend In Sight][using index: <Number Evaluator>] (that’s right, a number selection can contain a target selection which can contain a number selection ad infinitum)

So a full IF chain might look like this: IF [Target Health][Self][<][Target Health][Enemy In Sight][Specific][1] THEN which means: IF your own health is less than the health of the first enemy in sight. From here you might want your AI to retreat or do some action differently.

Today I need to work on getting an AI to actually evaluate the whole grid, and start properly using/testing it. I feel like I might end up close to the wire because I haven’t really even started any dungeon generation or you know… the actual game.