bigblueboo here. I’m going to attempt sci-fi survival game with an emphasis on using drones/robots that you program yourself. Most foolishly, I’ll be creating 3d assets for the game, too.
In full disclosure, I worked up an astronaut yesterday. Dunno if I’m gonna use him.
If anyone has suggestions, ideas, or familiarity with relevant games, let me know! I’m particularly inspired by games like Omega, Factorio, Cogmind, X-COM (DOS).
Today is my first day officially working on Cash Castle for 7DRL! I’m making it in pico8, the beautiful, limited fantasy console made by lexaloffle.
Cash Castle is going to be a weird roguelike about feelings, in which you hire interns to go make cash for you in the deadly and wildly varied environments around the Cash Castle. It is going to broadly procedural. The enemies and terrain and flavour text and just about everything will be generated at the start of the game. One of the challenges when playing the game will be figuring out the behaviour and appearances of the generated enemies.
I spent the last couple weeks getting a basic roguelike engine up and running in pico8 to form a good base to start from. It has a grid system that loads pre-designed chunks of map from the ROM, simple text graphics, movement, collision, basic attacks, and a few other essential roguelike features.
Today I implemented an inventory system.
When completed the inventory will be fairly simple, basically just a stack that keeps piling items up on top of each other. Only the last item you picked up will be available for use.
I also implemented an exit item, which transports the player to a new level when they step on it.
Stuff I have to do:
- Implement more enemy and item types. You will be able to buy potions and maybe other stuff with your cash and use them for abilities based on your feelings.
- Design the levels. Most of the rooms in the game will be hand-designed, with a few randomly generated elements, so I’m going to have to put some work into that to make the rooms at least a bit interesting.
- Implement a system for using items in your inventory. Right now you can only pick up items, but can’t use them.
- Organize code. At the moment the code for generating and controlling actors is a bit of a mess, and will only get messier as I develop. I’ll need to figure out a system that will be a bit more modular.
- A bunch of other stuff I can’t think of.
Anyways, I’m excited, because this is my second 7DRL and I feel like I’ve learned a lot since last year, and I have a fairly clear idea of how the game is going to be, so it will be a fun process!
Now i officially start developing “Fehlfunktion” for this years 7drl.
You can follow updates here, in twitter (https://twitter.com/funtificP) or watch me coding at twitch (http://www.twitch.tv/purestrain/).
Have fun everyone!
This year, my entry will be simple, quite traditional (but with platformer elements – in *spirit* of game, not in gameplaye mechanics or so) roguelike. It would tells a story about ordinary private who survive (but not without wounds…) ambush by the Vietcong. You have to reach Medevac as soon as possible.
Game will have ‘tunneling’ structure (I don’t know how should I call it – it’s about moving from one board to second board, always from one side to other side) because action will be placed in DFPs (slit trenches) and I want to make this game memorizable by ‘developing’ relationship with player and @.
I would use my good-old-code from HumFallRL and adapt this code for new tasks. And making this ‘adapt-related things’ is my plan for first day. Today I have very little time but I hope I can finish it today…
I would publish updates here on 7drl.org, on my blog and in my own topic on roguetemple forums.
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Yet again the Challenge lies before us – make a roguelike in seven days or die trying! This year the 7DRL Challenge will be held in the 7-day window of your choice in 5th to 13th March. For more information see: