I’m In!

Been meaning to give 7DRL a go for a while now and this time I’m not letting it pass me by!

anyhoo, been going about 3hrs now and I’ve got a nice script to build me a mesh from level data handed to it, right now the level data itself isnt generated in any clever way (its little more than scribbles really) and the texture sheet needs… well, proper textures. but this is a good start I think!

Oh, I’m using Unity to put my game together in case anyone is curious.


= Wordrogue =

The Evil Spellmaster cast an arcane spell that transformed the literary world into his evil minions, your homeland Lexicon is in trouble! You are Wordrogue, an erudite lover of Lexicon, called upon to rid the Library of Knowledge from these foul, illiterate critters!

You must clear each level of the Library of Knowledge, before ascending to the next, until you reach the very Apex of Knowledge!


This is the basic idea, I’ll be posting updates here, there are rolling updates of my devlog onΒ http://7drl.darknet.co.za/ πŸ™‚

7DRL 2011

I was just informed of this about a week ago by my friend, Josh, the one who posted earlier. Anyway, I decided it sounded like a good opportunity to “show my stuff.” I’d like to think I’m a pretty good programmer, even though I really don’t know any languages. I do, however, get how most languages work. Kinda like world languages: lots of them are similar in structure, you just need to learn all the words. But enough of my ranting. I’m going to get to work.


Does anybody think that a non-combat thing would be good? I was thinking of a survival type thing, where the player needs to find food and avoid disaster, and stuff like that. I thought it was cool, so I wanted to see how much interest it would get.

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:Β 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…
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 LΓ–VE.

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