Phew, all day scribbling. I’ve done pretty much of the map structure along with terrain, items and characters display. I almost finished the structure handling messages, got the basic structure of actor to be the base of player, monster and ally classes. Made a simple ChAoS PlAnE – like map generator and started writing the room-type one (without connections yet ). There are some early screenshots:
The ‘A’s are some generic monsters( it reminds me of the arachno-caves in doomrl though ). There aren’t any items or special features, but it’s the matter of adding one line in the generator and some int id’s. As this is to be hell there should be some boiling oil, lava, peeled skin trophies, cheesecake posters and other heart-warming artifacts. Also expect climatic weapons like scourges, scythes, chainsaws and spiked dildos( this is my happy invention I’m especially proud of ). If there will be time, I’d like to give the player ability to ‘l’ook around for some funny, randomized descriptions ( like seeing some famous people in the oil baths, inscriptions on walls and ) and for monsters to be able to speak.
Doubt if tomorrow I will be able to do something more than writing a couple of lines. I’ve got to make the player class, handle the movement and in-game turns, modify the display by adding FOV, write the monster class and start thinking about AI – rather pretty straight forward seek and destroy on sight. If anyone knows a good way of generating a cave map like ones in doomrl or adom, let me know in comments.
Historically, I’ve always had problems finishing coding Roguelikes, so this year, I’m going to take a different approach: I’m going to dust off some code that I’ve had lying about since last year and try to produce a playable game out of it. The result will be Stygia, a trad-style roguelike coded using C# and libtcod.NET.
You can follow its progress on the main devblog at: http://stygiaroguelike.wordpress.com/ I’ll be continuing development after the 7 days is up, although if I finish a playable version, the 7DRL version will of course always remain standing on its own as a unique entity.
The basic story of the game is as follows:
The sun has went out, and you and your people are forced to seek refuge deeper in the earth. But the cold keeps forcing you deeper and deeper, and your only hope is to find a gate to the fabled Plane of Elemental Fire.
What does this mean? Well, there will be ten levels, iron-man style, and dynamic dungeon levels that get tougher the longer you remain on each level. There will be no XP, instead you gain a level each time you go down stairs. There will be a final boss, and if I can get time to implement them, NPCs & NPC factions.
I’d like to wish my fellow 7DRL developers good luck and happy coding!
So after being too busy to start all weekend, I start on Monday morning. I give myself until Sunday night to get something playable done. I’m working with libtcod in C#.
Here’s an early screenshot from after I got my Field of View and Lighting done:
At the moment it’s called “Randor: Planestrife” for reasons that will become apparent later. I have the game idea all planned out, and hopefully it will be a unique setting/gameplay to all those out there.
So to myself and everyone else in 7drlc 2011: Good luck! 😀
After struggling for a while whether to participate or not, I finally decided to take part in this challenge. Starting time is Sunday, 23:57 CET. My game is going to be called “A Practical Survival Guide for Knights” which will be my humoristic attempt at a roguelike.
I’ll be using FreePascal and my own engine which I used before for several projects such as for this year’s Global Game Jam and A Practical Survival Guide for Robots.
A homage to Seth Able Robinson’s Legend of the Red Dragon
The village is renowned throughout the lands for its high quality cheese, sourced from its legendary cheese mines. However the mines are necessarily far from the village, the dense forest between the village and the mines being overrun with all manner of dangerous creatures. Due to the hazards of transporting the cheese back to the village the local sorcerer fashioned a huge golem out of (what else) cheese to help protect the cheese wagon during its trips to and from the mines. Unfortunately something went wrong and the golem turned on the villagers. It now mindlessly guards the cheese mines and the supply has almost dried up… someone has to do something, and that someone is you.
Using NrknLib and jConsole.
Screen (still using world generation from the NrknLib demo, custom world generation TBD tonight):
Today i’ve spent 6,7 hours on my 7-drl entry and i feel that i’ve done quite a good amount of work. The basic mapgenerator is working quite well (i’ve used my own algorithm which can be reread at http://roguebasin.roguelikedevelopment.org/index.php?title=Abstract_Dungeons) and i finished creating basics like FOV,LOS and logs. I also implemented wall-decorations facing just one side since i plan to place buttons/signs/screens at the walls, there can be multiple decorations on a single side. Of course, these are only visible if you stay at the right side.
For tomorrow i’m not sure what i can do since i’m planning to spent my time in düsseldorf at the carnival procession, but the next steps are surely lots of decorations, doors and more meaningfull level designs.
I’m setting my official starting time at 22:22 on Sunday night, this way I will have a full week-end to finish rather than a full week-end to start. We’ll see how that turns out. In any case my project will probably be very classic gamewise, but I am planning a CSS-based rendering in addition to ASCII for some nice graphics. So this will be a browser based game, with the iPad as the primary target actually (but will run on Webkit-based browsers on PCs as well.)