We are going to continue a project, which was being created one year ago.
We stopped it because of lack of time and probably coz of its huge size we planned to make.
As for now I made some code of displaying view area, items management, monsters actions.
What we plan to make in these 7 days is to:
-create one city,
-create few simple quests,
-create few NPCs, some basic items,
-create few smaller areas like one-room basement, few rooms dungeon.
And to put this in area and historical period of Middle Age Yerushalayim. The story
is about the assassins.
It’s not the most ambitious plan out there, but I’ve always liked the connection between permadeath in Roguelikes and checkmate in Chess. It’s easy to think of check as a restriction, but it isn’t: failure to respond would lead to the king’s death. By forbidding stupid deaths, more interesting outcomes emerge, on average.
So why not implement check and checkmate in a Roguelike?
For every valid player move, the game can save state and run until the next player turn; if the rogue ends up dead, the move is checked. The rogue cannot quaff an unidentified potion of Death. The rogue cannot step into Medusa’s gaze, even when she remains undetected. The rogue cannot, in poor health, step on a hidden trap of Impaling.
Major enemies can be drawn from any of the games in the Chaturanga family, and the rogue himself moves just like a king.
Greetings. I only discovered the 7DRL two days ago, and I am very excited to give it a bash!
I want to learn more Python, and well, this is a good chance to push me to use it proper. I will be using the libtcod library. I want to keep it simple, easy, and fun 🙂
I don’t want to say much about the theme, as I may decide on something else. This is my first time writing any coherent Python code, and in Linux too. I’m spinning a bit, trying to glue all the pieces together in my head.
I can’t wait! 😀
Edit: Some roguelikes I have played: moria, (z)angband, decker, nethack, and doomrl, which I’m digging atm.
I have just calculated the amount of time I will be able to spend on the roguelike for this coming week, and it comes out to be 90 hours.
Start: 168 Hours
Assume 4 hours of sleep except for March 5th. (-24 Hours)
Assume 8 hours of school for 5 of the days. (-40 Hours)
Assume 2 hours of Misc. Free Time. (-14 Hours)
Leaving me with exactly 90 hours for this roguelike. I have a general schedule layed out for Day 1, which will be the longest session running for 22 hours, and then after that the amount of times will be much shorter, but not necessarily less productive.
I really am excited about this and I have decided on my roguelike idea. I always liked the idea of exploration, and mine will end up being a very “open field” type of roguelike. Large rolling plains, big deserts, forests, you name it, vast expanses of fields to explore. With that comes lots of neat little weapons and spells. Each can upgrade and build beyond its initial state, but takes time to become succumbed to the user that has wielded the weapon. Dice rolls and generated stats will be a big part of how difficult the game will be for each user. Some will clear areas and find all the right materials, while others may be stuck in harsh deadly conditions with almost no luck! In the final quest to defeat the Lord of Tropicass, you will have to be prepared for anything and everything in your trips, for getting to his castle and past his minions is one thing, but having every kind of skill to use against the Lord will be vital to success. He is known for controlling the nature of winds and skies and requires you to think on your feet to use the right skills to defeat him!
That is the abstract story so far…More to come. Tile-based, generators, stats, enemies, it is all going to be fun to build! I am planning to do a livestream to record and narrate and keep myself slightly sane during the times I do work, just a day more!
Still deciding whether to try for graphics, or classic ASCII…
WebGL also has the advantage that it is a well-defined and contained set of OpenGL functionality, contrary to the desktop version where there are many different versions, each deprecating something etc, so that it becomes hard and confusing to figure out what functionality should be used (e.g. doing stuff in a deprecated way to maintain compatibility with older hardware or coding “the right, modern way” that’ll probably break many bad drivers).
So, looks like I might be leaning towards WebGL, but need to read a couple of more tutorials and run some tests before I can say for sure.
As a newcomer to 7DRL but not roguelikes, I will be participating this year.
I have decided I would develop with C using devkitpro / PALib as the library for building for the Nintendo DS. The reason why I chose this platform is for the same reason that I decided to get into roguelikes. It is a portable solution to take anywhere and play when I need some dungeon fun. I started playing POWDER because of this, and it was fun.
Anyways, as my first time making a 7-day roguelike, I decided I would stick with a simple concept, not. I still have not come up with the idea completely, but hopefully I’ll have something by Saturday because that’s when it obviously starts! It’ll be a fun coding challenge and I hope that with this my programming experience will be enhanced ten-fold.
Cannot wait to see how it turns out, I guess I will end up posting daily outcomes as may others.
I feel like I’m cheating a little by making a sequel to my 4drl from the October 4DRL competition. But… I just don’t have time for anything more. With a house move and being away near half the week I’m not sure I’ll even get 3 days to make the sequel game (which with the work on the original would add up to 7 days 😉 ).
The sequel shall be called UNSTOPPABLE 2: Beyond Infinity. New features planned:
* Infinite levels
* High score system (I’ve never done that before)
* Char dumps on death (again new for me)
* Save system? (never done before, so not sure how easily I can learn in what hours I can spare)
* Vastly revamped interface to make it more arcade shooter style
* Player power-up abilities collected from dead enemies (essentially items – again new for me, but it should be simplistic enough to be almost trivial in implementation)
* New constructor behaviours and varying level sizes
* Original story mode as an option with its own high score, if I get time
* Various other ideas that come to me during the week 🙂
Best of luck to everyone taking part – the biggest fun is always getting to play all the other games at the end 🙂
Last year I made a successful 7DRL called City of the Condemned (link) and I originally thought to make a multiplayer version 2 this year, but I’ve changed my mind and am planning to do something completely different.
My idea is to create a very simple, short and straight-forward roguelike, but do as much of it as possible with OpenGL shaders as I want to learn more GLSL. Now I’m probably not going to break the tradition too much as the player and monsters are most likely still going to be letters and the view is more or less top-down, but I plan to do something nice looking with lighting and walls.
As with almost all of my coding, I shall use C++ as the programming language, Git as version control, CMake as build system and the thing will be open-source and cross-platform, with binaries for Linux and Windows (I don’t have a Mac and cross-compiling for it is close to impossible 🙁 )
I am going to make a roguelike that incorporates time travel. I am developing a time travel engine, to use with my 7DRL. I decided to advertise it instead of keeping it as a spoiler
More information can be found here, let the time turning begin!
P.S. Thanks for all of the posts guys, its inspiring me to continue with the project!
we (Jana and Friedrich) are the Rat King, and we never ever did a roguelike. I can’t say we play them much, either. This will be interesting, at least for us. 😉
Our weapon of choice will be Unity, so it’s gonna be 3D, and we are thinking about making a roguelike which resembles (tile-based) board games, like “Carcassonne”. Of course, “Hero Quest” might be a big influence, too.
We want to try to implement some plot, but it might get pretty cliché-ridden – you will be a dwarf who discovers that unspeakable horrors found their way through the mountains in which your people and other creatures live.