Almost Time…

I am merely 45 minutes away from hitting midnight of March 5th in my time zone and beginning work on my 7DRL! I have finally given it a name, “Free-Like“. Maybe not the best name, but I think it will work.

I have come to two realizations of flaws that will be in my game when I do create this. Because I am developing using devkitpro and am writing this natively for the Nintendo DS, I have no choice but to accept these limitations and move beyond.

First: Saving will be an issue. Now I realize that with a Nintendo DS homebrew cartridge, this issue is immediately eliminated because it can use the native FAT file system to save and load files. However, the game has no access to files found on the actual hard drive of the computer it is being emulated on. However, there is a way to play the game and continue later, save states. All Nintendo DS emulators support it, and since I assume this is how most will end up playing my rogue-like if they so choose to, the save state feature will work just fine for virtual saving. Character dumping would have to be written on paper though for posting as again, there’s no way to write the file.

Second: Sprites. When using PALib, I will run into the issue of 128 sprites being the maximum number of sprites on-screen at once. This means I have to change my random generation map process just a little. The tiles that will be most dominant on-screen will be just background tiles and then the actual items and enemies that move dynamically on-screen will move. I will be going with 16×16 sprites. (Yes, I decided to use graphics that are public domain. May try 24×24 if I find that the sprites are too small, which I have that feeling going through me now.) Anyways, this limitation for PALib can again be overcome with some clever coding, however if I go up to a 32×32 sprite size, which is extremely large on the DS, I can actually avoid this limitation completely. This is because there would be 8×6 playing field of tiles (DS has a resolution of 256×192) which means I can have 48 field tiles + up to 48 occupied tiles, and still have enough sprite space for every interface option too. Although I may make the interface a background also. So many possibilities for which way to go with the sprites! Actually, the 32×32 is sounding tempting.

Anyways, best of luck to me, I will be starting very soon. I will do a livestream, as I promised to do which will be hosted at http://mydesktop.tk when I go live. May start it a few minutes before it actually hits midnight, just as a countdown. Much to get done, and it will definitely be a challenge!

Also…A little goodie for Windows Users: http://sigonasr2.servegame.org/uploader/multi-file-uploader/uploads/7DRL_Countdown.exe

2DRL: 7 Day Roguelike Challenge Challenge

I kind of started up a bit early (March 4th), but I hope nobody minds.

This is the 7 Day Roguelike Challenge Challenge!

You heard me right. In this game, the goal is to get to the stairs on each level before the level fades away. There are no enemies, no bosses, nothing to fight – except the timer, and the only way you know how close you are to losing is the luminosity of the level. Also, the timer is real-time – you can only think for so long.
Now you get 3 “blasts” per level. Press left ctrl and unleash your wrath upon the 8 grid spaces around you! (This doesn’t work on the stairs. Save your time, and don’t even try.)

Your character is customizable down to both the color (RGB value) and symbol.
You can now change the font, its size, and both the background color and map color.
All of this is in player.lua.

Included, now, is more than the default “fixed” font, if you have no spare monospaced fonts to use.
There are…
“fixed_2.tff”
“fixed_3.tff”
“fixed_4.tff”
If you find the game to be small and, once again, don’t have any other fonts to use, try fixed_2.

To run this game, you need LÖVE.

Post your highest scores in the comments, please 😀
My best is…
65 levels, sweet Jesus...

Kepler-10b

I’m anticipating another successful 7DRL this year. Having made so many graphical games lately I felt it necessary to ensure that this 7DRL I release something a little more… classic. What might make the displaying of this game unique is its step away from ASCII and towards Unicode 6. What if those Ethiopian characters where aliens? Long live the @!

Ethiopian Unicode

The Storyline

You are on the Cygnas System exploration team, sent to explore and take samples from the world Kepler-10b which was recently discovered to have an atmosphere coherent to livable standards. K10b is mostly rocky with little foliage, and a much higher gravity pull than Earth. It rotates around it’s sun K10 every 19 1/4 Earth hours. K10b was discovered 827 years ago today, in February of 2011.

You are on Earth-week 2 of 3 of the split-team exploration.  There was, unbeknownst to  you, alien life  on K10b and they, during your second week, amounted resistance and your core team barely escaped alive.

In order to return home you have to retrieve the ship access keys. There are five. One is already in your possession as you are captain. You must find the 4 other pilots key cards to access the main drive. The ship had split into 5 teams, each under command of a pilot. You haven’t heard from the other teams since landing and hadn’t planned to meet with them until week 3 where all teams were to rendezvous at the ship rally point. Wide-band communications won’t reach past a thousand or so feet due to strange wave emulsions that pulse every few seconds from the K10b core.

Command your team to whatever style suits you. Wait at the ship to see if all teams will return, and possibly die of starvation from local resistance (technically, you’re the aliens,) or trudge the designated locations the teams were supposed to take samples from and hopefully obtain the access keys to return home. The choice is yours to make.

The Gourmancer

A very good friend is coding a roguelike in Python for this challenge, and I’m tagging along to write and generally be useless in assisting him. Our game is intended to be relatively simple, short, but entertaining and hopefully humorous.

You are the Gourmancer, a magician of unimaginable gourmet powers. You’re also terribly, terribly hungry, and there’s a dungeon full of monsters nearby. You know what you must do.

By cooking and eating monsters, you’ll gain power and abilities that will help you further down, eating your way through rabbits, vegan zombies, half-kangaroos, and wheat elementals. Discover a variety of recipes through experimentation and analysis to get the most out of your monster remains. Not only that, but recipes can be improved to taste even better, if you know what else you can add to it.

Devil *MIGHT* Laugh

The Apocalypse came and the world has ended with all the plagues and Riders and fire and trumpets and JUDGMENT. You – a filthy non-believer have been sent to HELL, your soul’s been condemned and cursed for all ETERNITY, your body erased out of EXISTENCE.

You have been burned, tortured, strangled, boiled, tormented and tossed around for a long, long TIME. but..

Now the eternity has passed and you’ve had it – and decided to LEAVE this place once and forever. You just need an opportunity…

Devil Might Laugh will be a simple roguelike in which player controls one sinful soul on its way out of hell, while recovering it’s human features.

 

This is my first attempt to actually write a full roguelike, not without much uncertainty( as the time chosen turned out to be one busy week ) to the outcome. The writing is going to be C++ using new curses library(and maybe pdcurses for windows but it’s fully optional since I only worked on linux ) and is going to be a totally new experience( monster classes, FOV calculation etc. – one heck of learning involved ). The features I am going to include are:

  • gaining mortality throughout the game – starting as an immortal soul and ending as fully tangible and killable human
  • soul and health points system with soul points serving as damage taker AND experience and health gaining importance while going up
  • ability to sacrifice part of players soul to free other prisoners of hell to fight with him/her.
  • easy one-slot item system of weapons( pitch-forks, scythes, whips and other devilish tools to inflict pain and injury ) and MAYBE some kind of healing/spirit strengthening similar to ‘Diablo’ shrines.

 

I really don know if I am actually capable of ending my work in 7 days( without ditching school, ceasing to sleep and starting drinking coffee ), but I finally decided to give it a try. Hell, is there a better way to learn writing games than to write games?!

Alamut

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.

Checkmate!

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.