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.
Getting ready to embark on my
5th failed attempt first successful attempt at completing a 7DRL.
Planning on doing a homage to Seth Able Robinson’s LORD.
I’ll be implementing it as a browser based game using jConsole on the front end with C# on the server for all the heavy lifting.
I’ll probably also use the 2D library I’ve been writing.