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?!


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.

A first time for everything

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.

90 Hours

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 is whispering to me from the shadows

I mentioned earlier that I am going to do a 7drl with C++ and OpenGL (probably testing out Qt toolkit’s OpenGL module), but now WebGL, the JavaScript OpenGL ES bindings for use inside a web browser, has started to taunt me increasingly. I am no expert with JavaScript and I usually prefer compiled, statically typed languages for games and stuff, but with the rise of HTML5, increasing my JS knowledge could come in handy.

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.