The game is about exploring the ocean to find the legendary Fish of Yendor. You must avoid sharks and krakens, but most of all pressure and O2 are your enemies.
What went right:
I managed to finish the game 🙂 It is feature complete (procedural generation, rendering, gameplay, basic AI) and is close to what I had in mind when I started. I have many ideas of what could be added to make the game much more fun, but this will be for future versions, independent from this 7DRL.
What went wrong:
– not much time for testing. The game is very playable, and I guess winnable as well. It may be too easy or too hard, I had no time to adjust the difficulty as much as I wanted.
I hope some of you will enjoy the game, and stay tuned for future updates when the competition is over.
My ambitions were a bit too much to pack into the 7DRL this year — I did give it a good try, spending time each day of the week on the project. Unfortunately, the game isn’t really playable yet.
I modeled, textured, and rigged everything you see above, so there was a lot of time doing stuff that’s not typically 7DRL-y. But the bones of a really exciting project are there, and I’m definitely thinking about what to do with it next!
In Rogue, Fighter, Mage, (or RFM for short) you control a party of three characters as they descend through the Goblin Caves. I made this roguelike to explore ideas in timing and tactics, and it’s a success. In flavour and theme, it is a traditional RL: there are goblins and vampires, and just like in nethack you can pick up leather armor by pressing comma and put it on by pressing a.
But the mechanics are where I’ve made the multi-character play come alive. During your turn, each of your characters has around 8 action points, which they can use to move around and interact with the world. When you end your turn, any of your characters that are next to monsters will start to fight, and it’s not a given that you will strike first. Getting rid of the bump attack opens up a lot of design space. For example: a character’s initiative, and number of attacks can now be decoupled from their speed of movement. I’ve also played with this new freedom by messing with the spatial properties of items and weapons. If a wolf runs straight towards Fighter, and if Fighter is wielding a spear, then he will get a free attack off on the wolf before combat begins.
The most involved mechanic that I’ve introduced is a priority system for events (such as ranged attacks, traps and spells). Whenever spells are cast or whenever arrows are fired, you gain priority. You can then queue up any number of spells or actions of your own (aside from movement and actions like wielding or wearing). This lets you lay down covering fire, counter spells as they are cast, teleport away from a trap, and so on. Once you’re done with your counter fire, you press ENTER and the events start to resolve in reverse order (so, if your counter fire lands, you’re in the clear).
I’ve posted a manual for RFM on the roguetemple forums, and there are builds for Windows, macOS and Linux. Happy hacking!
I completed my second 7DRL yesterday, and had a blast as usual!
My game is called Chomp!, and it is a love letter to one of my favorite games from my childhood, Crush, Crumble and Chomp! It’s your typical, movie monster attacks the city sort of scenario, that was released in the early 80s, and had a lot of roguelike elements.
I feel it went pretty well overall. I got a game out, that works and is winnable, so for that I’m all smiles.
Last year, I went a little out there with cr@sh as far as gameplay was concerned. Not very traditional for a roguelike, or any game for that matter… I had a pretty crazy idea involving magic and colors this year I was planning on going with, but as the time grew near, I just wanted to do something quick, straight forward and fun.
I think I accomplished that. While it’s certainly not the most interesting or innovative you’ll play this year, I hope at least you’ll have a few minutes of fun with it!
Today i finished “Fremde Brut”. I streamed the whole development process on twitch and sadly this made me a bit un productive. If you have (want to) explain all these steps you are becoming slow. Anyway, i could not implement all the features i wanted to be in the game (a final boss enemy is missing).
This is a one level roguelike(lite) in which you win the game when you collect all the dogtags from the killed civilians. No major plot involved there.
The game can be downloaded from itch.io (https://purestrain.itch.io/fremde-brut).
This year is my 5th time participating in 7drl. I wanted to make a zombie survival game inspired by The Walking Dead. The thing I like about TWD is the interesting characters, especially villains. The most important choice the characters have to make is often to who to let into their group.
So the primary goal was to make a party roguelike with interesting procedural characters (not all of who you necessarily want in your group).
In Zurvivors, you start as a parent and their child. Your goal is to get the child to safety, even if the parent doesn’t make it along for the ride. As you wander the wilderness, you encounter pack of zombies, roving gangs who want to kill you, and desperate survivors who want into your group. Taking in the wrong people could be disastrous.
Over the previous 4 challenges, I’ve done pixel art, simple shapes, and ASCII. Instead I decided to try out an interesting quasi-3d technique I had read about last year. Zurvivors has NO 3d models, at least not in the traditional sense. Rather each tile is composed of up to 100 distinct 2D layers that can be rotated and shifted independently. For Procjam I made a tool that generates trees out of layers and I reused the code to generate trees and buildings for Zurvivors.
Performance wise, it’s not spectacular… at least with each tile being composed of one hundred 256×256 pixel textures. But it seemed to work well enough for a turn based game. The benefits are pretty nice though. No 3D modeling and yet I get a reasonable 3D effect, plus shadows come along for free.
One other graphics win: I drew the ground tiles using GIMP. It turns out the “Make Seamless” feature is awesome for making tiles.
Some cool features this year:
A day/night cycle with increased zombie activity at night.
Road system. Driving is great if you have the gas.
Individually modeled appendages that can get broken, bitten, or amputated.
Complex emotion system. Do something bad to one of your group members may result in people who like them hating you.
Things that didn’t work out great:
The combat is a little hard to understand and, well, way hard right now.
As usual, the scope was way too big. There were several features I didn’t get implemented. A bunch of traits have been left unimplemented, but they sort of work as flavor.