Some Dogs Go To Hell is my first 7DRL entry, and indeed my first roguelike! I finished it on Saturday, but I haven’t quite had time to post about it ’till now. It’s a game about a dog who has died and been wrongfully sent to Hell, and must join together with other passed dogs to defeat the legions of the underworld and escape.
I’m calling it finished, though only just. I’m certainly not happy with it, and if I had an extra day or two there’s plenty I’d add, and plenty of issues left unfixed. Still, the core of the game was three ideas:
- Gameplay based around the player character being able to see better than they can smell
- Complex NPC dogs that the player can convince, through correct application of social procedures (like playing and respecting other dog’s personal space) to help the PC, or by failure anger them into attacking
- Intricate and deadly Dwarf Fortress-esque tactical combat
… and those are all in there, and the game basically works, so in my books it’s a success.
SDGTH was done in Python 3, from scratch, using TDL, a wrapper for libtcod. I didn’t have any code written beforehand (besides the pathing and POV services libtcod provides, which is honestly the most complex code in the entire game,) though I did copy most of the systems architecture over from my other (still in development) game INJECTION.
I was gonna write a big long explanation of how the game was designed here, but WordPress isn’t cooperating. If anyone’s actually interested in it, maybe I’ll start my own blog and do it there or something.
Anyway, 7DRL was fun, if exhausting, and I’m glad I have something to show for it. I’m not going to work on SDGTH again for a while (I’m sick of looking at it!) but an enhanced post-7DRL version is definitely in the cards.