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
  • Hellion Update and Some 7DRL Mini-Reviews

    I’ve just released a new version of Hellion with some post-challenge tweaks, which you can get here:

    Hellion v1.0.1

    This update does not add any new content, but it brings the benefit of some more playtesting time to balance, bugfix and tweak some things to give a slightly better experience.  Of course, the good old 7-day version is still available.

    150322 Progress B

    In other news: ahead of the official judging process (in which I am also taking part) I have just posted a set of quickie mini-reviews of some of the other 7DRLs that I’ve played so far:

    Some Quickie 7DRL Reviews

    There’s still a lot more games to check out…

    KORZ-RL v1.01 minor (post-7DRL 2015) update

    Today I’ve released a small maintenance update of the finished 7DRL KORZ-RL game. The original 7DRL 2015 v1.00 version remains available on the site (see below for link).

    Changed in v1.01:

    • Added new Wait key for turn-based Roguelike mode, default is Numpad key 5
    • High score is now stored
    • Toyed a bit with the level generator parameters, although the changes are probably too minor to be really noticeable
    • Fixed crash when pressing R in main menu when there was no game to Resume
    • Added About option to main menu
    • Various minor corrections and enhancements that have to do with redefining keys

    Refer to the CHANGELOG.TXT included in the ZIP file for full details.

    You can download both this new v1.01 version and the original 7DRL v1.00 release here.

    “Ardennes” Post-7DRL Release

    Since I didn’t have as much time to work on the 7DRL during the competition that I’d hoped, I’ve been working on adding the features that I wanted to get into the game since then.  The original version is still available at the game’s page, but I’ve uploaded a new version that has several new features.

    cat_and_mouseThe first new feature is a new mission called Cat and Mouse.

    In this mission, you are trying to evacuate a field hospital before the Nazi front reaches it.  Suddenly, a shot rings out – a sniper is trying to pin you down so that you cannot leave.  What follows is a game of “cat and mouse” as you try to flush the Master Sniper out before it’s too late to evacuate the wounded soldiers.

    This mission includes a special enemy with hidden movements who needs to be revealed using some special scenario-based cards in order to be attacked.


    Another new feature are Wound Cards.  Instead of just getting a wound condition, now the wound cards get inserted into your hand of cards, which pollutes your ability to move around the map and take actions.  They are handled like any other challenge; grazes tend to go away when handled, but wounds, even if they are stabilized, leave behind a Debilitated wound card that has no effect, but stays in your played cards permanently.



    Finally, there’s a new “Flip Defense” method by which enemies attack.  When an enemy attacks you, you will typically have to “flip” one of your cards of a particular type.  If you can’t flip a card of that type, you suffer the effects of the attack.  For instance, you might need to flip a Stealth card or else that scout will increase the threat.

    The hexes you are in provide some cover in this context; each hex has a number of Stealth and Tactics “flips” that they can provide, but they must be shared amongst all the soldiers in that hex.

    Flipped cards flip back over at the start of the Allies turn, so they do not make your actions unavailable.  But you do need to think ahead about what focus you need both for attacking and defending.

    Hope you enjoy the game!

    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
  • Blackfeather — unfinished

    I failed to make what I consider a finished game this year. I had only about two coding sessions, much of which involved getting my basic engine to work the way I wanted it to. Despite starting with the excellent ROT.js, I spent more time getting the basics working than actually developing the more novel concepts I’d envisioned.

    Hits: easy-to-play, web-based play, data-based monster manual, satisfying FOV and map display, functional leveling up, display art of monsters that are in FOV.

    Misses: no ranged combat, no equipping, no real win condition, no character swapping, no merchants.

    I’m having fun working on it though, so I’m going to keep working on it. You can check it out on GitHub in the Starstew/Blackfeather repository. Just download the ZIP and open the index.html in your favorite browser. Should work. Use arrow keys to explore maps and bump-attack monsters.

    If you see this before March 23rd, 2015, you should check out the “Elf” KickStarter, and see the baudy silly fantasy that inspired the theme for this game.

    COPY FROGUE Postmortem

    The Good

    JavaScript as C: Every time I touch JavaScript, I enjoy it for about an hour. In that
    first hour, I’m not drowning in callbacks, confused about this, or installing node so I can install bower so I can fight with a dozen awful frameworks. This time, though, I used one library (rot.js) and pretended like I was writing in C. I used a closure as a namespace, but inside it was all pre-allocated arrays and simple functions. Glorious.

    Working on level generation in the browser was super fun since I had great visualization options:

    Debugging many levels simultaneously
    Debugging many levels simultaneously

    Google Analytics: This is the most useful of the game’s 1359 lines:

    ga("send", "event", "cf", "die", cause, player_score);

    With this, I can see who’s playing, how they’re dying, and how well they’re doing. Here’s the situation as of this posting:

    Screen Shot 2015-03-19 at 5.18.32 PM

    From other views, I can see that 4 runs have come close to winning, but no player has reached that final gate. Maybe I shouldn’t have spent those few hours on the win sequence, though YOU COULD BE THE FIRST! [UPDATE: you can no longer be the first to win, but you CAN still be the first to see one of the alternate endings]

    Self-promotion: I hate tweeting my own horn! But I forced myself, and it generally paid off. Surprisingly, the best results came from posting to RogueBasin. Darren Grey suggested this in his wrap-up email, and it’s good advice, accounting for a third of my plays.

    The Bad

    Slightly wrong abstractions: On day three I did some refactoring but afterwards I forced myself to live with the code, gross as it was. This was better than cleaning up needlessly, but it meant I wrote awful recalculation and reindexing code to compensate for not saving the right bits of state. This was particularly true in rendering; the most explicit scene representation lacks important things like color, which made it hard to write effects or overlays.

    The Dogue: I struggled to find good ways of mixing up the gameplay. Since COPY FROGUE is fundamentally a mash note to the authors of that other froguelike, I wanted to include a nod to both their character customizations and their gleefully obnoxious 7DFPS. I justified it to myself as a reasonable roguelike hallucination effect, but in the post-challenge light of day it just looks tired and frustrating.

    The Really Bad

    Self-promotion: In the overcaffeinated excitement of finishing, I sent what might have been the world’s worst promotional email to the good folks at Warp Door. Apologies.

    That said, I haven’t alienated YOU with terrible email, so what are you waiting for? Go play some COPY FROGUE!