I wrote a postmortem kind of thing about my 7drl. You can read it here: http://tapio.github.com/alawid/postmortem/
Category Archives: 7DRLC 2011 - Page 2
SRL : Post Mortem
Hi guys. I’ve written up a post mortem of my 7 day roguelike SRL. It’s available on my website, here is the direct link. Happy reading!
http://www.quickfingers.net/srl-post-mortem
This was my first roguelike challenge (hell it’s my first attempt at a roguelike!) so I found it really enjoyable and was fully motivated through the whole week. Appreciate the opportunity so thankyou for running these challenges
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! ![]()
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???
Kinda generic sounding, like “World Supremacy” or “Galactic Civilizations”, but I don’t think anyone has used “Alphabetical Primacy” yet!
Gridfolk: post mortem
Herein lies the tale of Gridfolk the failed 7DRL. It is a tale of ambition, time squandered, determination, excitement, and defeat.
I admit my ultimate vision for this game was over ambitious. I wanted to create a multiplayer roguelike, where players could dig and construct in a 3D world, similar to popular games like minecraft or dwarf fortress. My unique twist was to merge this with the roguelike notion of grinding through deeper levels with harder enemies. Players would mine and collect minerals, which could be crafted into all the items they would wear. Deeper minerals would have better base values, which would in turn create better gear. Rather than a procedural dungeon, Gridfolk’s depths would be player created. I also had some interesting plans for resource conversation. Players would only be able to keep their worn gear when logging out, and dead/abandoned characters would have their gear stripped and made available to spawning monsters.
Success: Inversion Of Control
Introducing my entrant into the 2011 7DRL previously unannounced on this blog. Version 04 bug fix is out.
Experience the pet/master dungeon, mind swapping extravaganza simulator and exciting unwanted bugs for you to discover.
To set the scene, we have one dungeon, one adventure, one pet and a whole host of baddies.
Ok sounds dull and boring, right? The difference is that you get to play the pet, not the adventure.
So your job is to keep your adventure alive long enough to get to the bottom of the dungeon. How do you do this?
Well you have a unique bond and mind, you can communicate to him with simple requests and he will do the same for you.
Your master will wander around searching the dungeon for nasties and items and will “smartly” decide what to do.
If you lose track of him you can always use your nose to locate him or other denizens of the dungeon.
But your most important talent is the ability to temporarily gain control of your master, swapping minds if you will.
This is where you get to control the master, and he gets to control you.
*Features mind swapping, master/pet control system and smell mechanics.*
Available in both tiles and ASCII.
Homepage – http://code.google.com/p/ioc/
Binary for win32 only – source to follow soon.
Cheers.
It’s not all over yet!
So I think it’s safe to say that we’ve had a great 7DRLC 2011! Roguelikes are the coolest games ever (right? Right!), and I’m glad that people were able to say they enjoyed themselves and learnt new things at the same time.
It’s not all over yet!
- If your roguelike isn’t listed on the “Roguelikes” page, let me know by leaving a comment on that page. If I’ve got the details wrong, tell me and I’ll fix the problem as soon as possible!
- Please do take the time to play and review roguelikes! I plan to do that myself, as soon as I have a reasonable amount of spare time.
- If you’d like to help out with blog administration, just leave a comment or e-mail me at larsen.t @ basicprogramming.org. I’d like to get at least one or two more people on board, if possible!
Finally, I hope you found this community blog interesting, useful, and encouraging. All suggestions are welcome.
Cheers!
Stygia: Post-7DRL Bugfix#2
Another release of my 7DRL, Stygia has been released (v0.12), to fix some more reported bugs.
Available from http://code.google.com/p/kharne/downloads/list
Fixes in this version:
- Fixed an issue with the view not being centred on the player after using a scroll of Teleportation.
- The Quit (‘Q’) command now works properly.
- Added a version notifier to the title screen.
- Added a command to display version information in-game (‘V’).
Hopefully this will be the final version for a while *fingers-crossed*
Stygia: Bug fix of 7DRL version
Due to users reporting some game-breaking issues, I’ve had to recompile a bug-fix release of my 7DRL, Stygia. v0.11 is now available here (both code+ executable as before in the same package) and fixes the following bugs:
- Fixed an issue that would sometimes prevent monsters from moving and doing stuff on their turns
- Fixed an issue with monsters accidentally stacking on the same square and resulting in one of them being subsequently undetectable/unattackable.
I’ve not idea if this makes the game ineligible for the 7DRL or not: but I’d rather have a properly working version than not, so I’ve posted the update. Old save files are compatible with the new version – just copy over the contents of the save subdirectory.
The original 7DRL version, v0.1, is of course still available, and always will be from the same URL as it was previously available at.
Free-Like Receives an Update
While I had my friends and a few other cohorts play my new rogue-like adventure, I was getting bothered by the fact that I skimmed over some features and left some big game elements out. I know my game for the 7DRL is supposed to be done, well, on the 7th day, but I just could not resist updating this darn thing with two key features and one minor update:
-Saving / Loading Files using the FAT system on the Nintendo DS so DS users can save and play again.
-Restart the Game without Hard Resetting.
-Getting Stuck at “Loading … Bestiary” screen now fixed!
Download the new updates at http://sigonasr2.servegame.org/freelike
I have updated Free-Like with these two features. They do not impact the actual game play at all, so I think I will be fine in not considering this a 9DRL, they are just enhancements to make the game more user-friendly. I am sure this will be acceptable, right?
You can save your game at any time by choosing “Save Game” in the Options Menu when you press Start. You can Load your game at the title screen by pressing Select instead of Start. (The title screen tells you this too.)
When you die, you can simply press Start to begin a new game. The game will run through some functions to reset the whole game, and then you can start playing again. Note that this game does not let you save scum, so you will not be able to ever get your character back if you die, which is a good thing. (Or unless you back the file on your computer, which would be cheating of course.)
Emulator Players: You still cannot save by means of the FAT system. That is only for Nintendo DS flash cartridge players. You can still use the save and loading state features just fine and continue your game.
Enjoy! And I will not be updating this game anymore, because well, it doesn’t need updating, I am satisfied with the game play, I just really needed to add in those key little features to make the game experience better for the player.
Warehouse day 7 – failure
Sadly not nearly as complete as I’d hoped. I’m going to keep working on it though.
Message-ID: <87fwqq45x0.fsf_-_@rash.fl.quadium.net> for details




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