Codename Shedload – Day 1 and 2

As with every 7DRL, things are bound to go wrong just that one week. Babies get sick and must go to the hospital (but he’s ok), deadline at work takes slightly longer than you had estimated (but that’s ok too) and, of course, development never goes quite as smooth as one wishes for. Thus we are 2 days into this, and have barely got it playable yet.

Sebov improved his prepared input system with 8-directional movement and better mouse-support. He also extended his Dijkstra Map functionality. His flee-map calculations are blazing fast! And he’s probably done a lot of other little things too.

I started on UI functionality and gameplay straight off the bat, but got held back due to all the sickness mentioned to begin with here. We now have inventory mapped to the UI, tooltips for UI and entities in the scene, click-through prevention on the UI elements (that you don’t move in the world while interacting with the UI). There’s still some work to do. In particular weapon and shield equipment slots. But it’s going in the right direction!

You can already walk through multiple generated levels, kill monsters and die. Hopefully we’re able to get to the point of “minimum viable product” by the end of Day 3!

Ian started planning on audio, shifting through his vast library like the audio scholar he is. He even wrote a document detailing his plan!

Bill went about in a panic last night after seeing all the horrible things I do to the screen as I’m throwing in UI functionality. He stripped out the FOV overlay and tweaked things better, like he always does.

day2
day2_2

The startup of our 7DRL codenamed Shedload

This is my 4th attempt at the challenge, and arguably I’ve yet to properly succeed. Each year I’ve teamed up with one other developer for collaboration… so in an effort to actually properly succeed this year, I’ve joined forces with a shedload of developers (three)!

Like the little garage band we are, we have Sebastian Boutin Blomfield on code (“hello world”), Bill Lowe on modern art (“huh?”) and Ian Buckley on fantastical sounds (“…”). Me, I’m on code as well.

Sebastian will be going on a band tour in the middle of the thing, Bill will head to GDC before the final boss/day… and I just had a sleepless night with a 4 month old baby having a coughing cold. So, we’re off to a great start and a weak finish!

But it’s all good! That’s pretty much the story of my previous 7DRLs, so we got this! Experience has to count for something!

So let’s leave it at a 5 second hook…
A mouse-controlled, graphical roguelike using Hearthstone-like trigger mechanics.

mockup
Mockup by Bill Lowe

Well, of preparations we have prepared a framework for this thing. We’ll be using Unity3D. Sebastian has already written a good start to a Brogue-like dungeon generator (no machine rooms), Dijkstra Maps, a Voxel renderer and a Mouse-based input system, while I’ve worked on the generic parts of the game’s framework (but alas, AI, UI and persistence have not been prepared!). Bill has made a glorious mockup of the art direction and Ian has made promises. The basic idea for this game came about last summer and the game design started three months ago, so one should think we come prepared… but, I have had those thoughts before…

Best luck to everyone in the challenge, and may success be with you at the end!

Void Sanctum – 7DRL 2015, Dev Play

Alan Charlesworth has uploaded a post-challenge analysis and dev play of our 7DRL game, Void Sanctum.

Follow us and watch Alan thread down this road to ruin on YouTube in true roguelike fashion as we try to make a game in seven days!

Previous reports from Void Sanctum, 7DRL 2015:

  • Version 1.01
  • Success
  • Day 6
  • Day 5
  • Day 4
  • Day 3
  • Day 2
  • Day 1
  • Startup
  • Day 0
  • Void Sanctum – 7DRL 2015, Bugfix Patch 1.01

    After a good weekend morning of bugfixing, version 1.01 of Void Sanctum is released.
    This is a bugfix and optimization release. The downloadsize has gone from 433mb to ~100mb, and the game has now been distributed for Linux and Mac OSX, as well as Windows (though untested).

    Fixes for this version is:
    – Items should no longer spawn inside of walls.
    – Tooltip should now display correctly on screen.
    – Background to equipment slots in character ui, and slightly more intuitive “drop to center to equip” text.
    – Music is now compressed to Vorbis and streamed rather than loaded into memory.

    Download here.

    Void Sanctum
    Void Sanctum

    Follow us and watch Alan thread down this road to ruin on YouTube in true roguelike fashion as we try to make a game in seven days!

    Previous reports from Void Sanctum, 7DRL 2015:

  • Success
  • Day 6
  • Day 5
  • Day 4
  • Day 3
  • Day 2
  • Day 1
  • Startup
  • Day 0