Ligis [Completed]

This was my first 7DRL. I didn’t think I could finish and was about to chicken out, but I’m glad I didn’t. It’s exciting that I made it in time. You can download the game here.
The game is about a person who decides to climb the tower that belongs to the dark lord who will ‘accept’ you once you reach the final floor. To make it to the next floor, you have to prove your strength(by surviving) and perform a ritual by walking on the ‘correct tiles’. You can discover the correct path by collecting a scroll that reveals them. There will be traps and enemies to hinder your path. Being a regular person, you don’t have any special skills that will help you through this. All you have is your own fist. You can move the character with arrow keys, and attack the enemy by walking in the direction of the enemy.
I managed to make something playable, but it has much room for features and polishing. Here are some highlights on what I think what went right and what went wrong.
What went right:
  • Reduction of scope although the original idea is way cooler.
    • First roguelike I played was ADOM and I was thinking of making something similar, where you crawl through dungeon floors of rooms and corridors, having to be careful of sudden deaths, except you have to look for a ‘key’ for the next floor, where the key shows a sigil you have to ‘draw’ in a room by walking over the correct tiles. Kind of like a ritual. You were going to have to find the right room where the key will shine bright. But because I didn’t have any assets or codes I could re-use, I thought maybe I will not have enough time to generate a huge dungeon floor and test it out. I reduced ‘the whole dungeon floor’ into two rooms, one with random walls between the player and the key scrolls and the other room for drawing out the right path. It turned out to be a great decision since I just made it in time to publish something playable with latter scope.
  • Introduction of the Bouncer.
    • Having just regular monsters attack you with melee wasn’t fun in the Ritual Room (the room where you have to walk only on certain tiles.) Unless there are so many of them, all you had to do was ignore them and walk the path. They will be busy following you and may not even be able to attack you. So I introduced an enemy which bounces you off to the next tile. Since the player is pushed off to another tile, I didn’t further punish the player with damage. However, if the Bouncer tries to push the player but if there is something blocking player from moving, the player will take stronger damage than he would get from the other enemy. To prevent the Bouncer from becoming the OP, I gave it a handicap where he has to rest one turn after attacking. I think the introduction of the Bouncer made players not play the game mindlessly and made the game more fun than how it would have been. While I still mourn at the lack of variety of enemies, I’m happy that I made the Bouncer into this game.
  • Borrowing a third eye
    • I’ve asked a friend to try playing the game while I was finishing up the audio part of the game. He caught several things to improve/fix, such as disappeared HELP text, a ‘hack’ where you could roam around the floor freely, allowing you to abuse and level up some more before proceeding, and some sound effect issue. He made my last hour busy and made the game more complete that it would have been.
What went wrong:
  • Sprites should have been polished when I was importing them in the first place.
    • It would have taken me maybe additional 5 minutes to at least remove the ‘background’ of the sprite I downloaded and make it transparent. I thought I’ll do them on the last day, but I had more work to do than I thought and eventually couldn’t polish them.
  • Difficulty and Enemy power balance.
    • I pushed this out to the last day thinking it will be straight forward, but this was a surprising challenge. I ended up with some formula through trial-and-error, but I was running out of time and couldn’t test out whether this is the best formula for the game. I worry that the game starts too easy then become too difficult.
  • Disappoint result of one of the key features: the sigils in the ritual room.
    • I should have had some manual drawings of the sigils along with my random generator. Instead of the paths you have to walk on shaping something cool looking or panning through the room, it looks like a lump of area most of the time. This kind of defies the challenge introduced by the Bouncer. The algorithm for generating the random path should have been better.
  • Lots of features were abandoned, intro and outro texts were winged.
    • Many of the abandoned features due to lack of time, ironically, wouldn’t have taken much time. These include camera shake, more variety of traps, more variety of enemies, more ‘cause of death’ descriptions, simple animation to indicate the direction of attack which was going to be even universal among all player & enemies. They are mostly more details to the game play, but since they don’t belong in ‘the core mechanics’, I pushed them for later and eventually didn’t have time to get them done. If I would have done some of them, little bit at a time, while I was working on the core gameplay, I could have had a little more polished game overall and wouldn’t have impacted the schedule by that much.
7DRL was an absolutely great experience. I’m seeing a lot of creative/visually appealing entries. Looking forward to trying them out.

Undertiled [7DRL 2017] [Success]

Download(Windows ,Linux, Mac, WebGL)

Undertiled is a procedurally generated puzzle game. The game consists of 6 randomly generated tile Levels. Your goal is to manage and find the hidden “ladder” tile of each level that will lead you to the next. To do that you need to collect information about the location of the ladder, from the various tile types on each tile map  before your turns go below 0. When you think you know where the “ladder” tile is hiding use the Dig button on that tile to confirm your guess.

This is my first ever “completed” game in playable form, although I want to improve it and polish it more in the near future. I am pretty new to game development and I used the 7DRL challenge as an opportunity to learn more about game programming and force my self to make an actually playable game. I would really appreciate any kind of feedback from you all since I want to know what people think of my work, what I do wrong, what I do right, and how I can improve.

Thanks for your time and I hope you might have a little bit of fun with this small project. Good luck!

P.S. Some important rules that I haven’t included in the in game “Game Rules” section of the current build are:

– The ladder can’t spawn at “Master Tile”.

– The ladder can’t spawn at an “Info Tile”.

– The ladder can’t spawn at the special “Distance” tile.

Unlichtwesen – Day 3 & 4

The end of day 4 sees quite good progress on the game. The player char is done, you can choose to dual-wield two out of 4 weapons (Dagger, Sword, Spear, Morningstar) and every weapon has two moves with differnet patterns and cooldown. This part is really fun and I may extend this in the future, thinking of other weapons and how the moves could be like.

The demons have procedurally generated names, titles and bodyparts now, that influence their stats. Example:

A basic set of move and attack patterns is available as well. Some combinations are already quite fun to battle against. However, this is the part I need to extend on until Saturday evening. Adding more and more patterns could also be an endless task, so I have to see what is feasible and wherelse polish is needed.

One thing I will most likely skip is a sort of progression system. I have some ideas in my mind, but they have the potential to completely screw up the game code and end in a last minute bugfest. The game should be fine in just fighting a demon and count win as you defeat it, just to restart and encounter a new enemy.

7DRL Unlichtwesen – Day 1 & 2

My try for this year: ‘Unlichtwesen’ is German somewhat for ‘dark creatures’ and it will be a game about demons. Made some notes before on concepts, but I just hope the scope is small enough for 7 days.
The concept is, to focus on 1on1-boss battles. I always felt boss battles could be an interesting item to create a 7DRL around. Bosses should be more than just powerfull regular monsters, they should be long battles with patterns to memorize and deadly blows while tanking a lot of hits. “Classic video game”-like. The bosses should posess some procedurally generated features, bodyparts and moves, so I made them demons ‘&’ to count for their potential chaotic nature and shape.
However, what I coded so far, is the playground and the basic move sets. The player has attacks with cooldowns and each weapon has a regular move and a strong move. Player is dual-wielding and can use both weapons in both ways to make chains and combos. The demons have a diverse moveset according to their limbs. Teeth bite on close range, fists pound in an area and tentacles swipe the field. All individual moves are triggered by a timer, to make a unique pattern for each demon.
I hope analysing the patterns, dodging the swipes and fencing back will be as fun as I imagine ;).
Latest pic. Split message output for monster and player is supposed to make pattern interaction more visible.

Hireling is ready to retire – 7drl 2017

So, next year, next 7drl. I’d say 2017 is a bit exeptional for me. At first, I was planning to take break on 7drls this year… But I got interesting idea and I didn’t manage to resist.

 

I used to work with python, and well-known roguebasin python+libtcod tutorial’s architecture. First time, in 2013, I was learning about writing roguelike game – Jotaf’s creation is great for starting project. Also, it’s decent architecture which just works, I was introducing own changes to the core of, say, engine. Just it, that codebase base is really good foundation for 7drl.

 

But, this year, I decided to change something. I’m going to use Go programming language, and make whole project open source. Hireling… will be my first big project in Go, so it’s more than likely that sources will be full of spaghetti and unidiomatic code. Altought, there are very small amount of Go games, so I hope that open sourcing my 7drl have some sense. Also, this language is great for multi-platform support, so I’m gonna release Windows version as well as Linux and OSX build. It’s possible that I’ll make builds for another OS’s, but I can’t guarantee that they are going to work in proper way.

 

But, what Hireling is ready to retire is gonna be? I have plan to make roguelike and interactive fiction crossover. Text interface, lots of descriptions (I’m cooperating with Kuba ‘coran’ Kowalik due his high English skills), maybe some ASCII art. 5 levels of dungeon, overworld city, hack and slash, some simple randomly generated quests. Nothing really big and unrealistic – I hope that the scope is small enough for 7drl, it’s my weak point.

 

I took inspiration from IF-roguelike Kerkerkruip (such a great game!), Mordor / Demise dungeon crawler games, and my old, unreleased Witcher-inspired project (which was inspired by good, old Darklands). I’m going to use some previously written code – parts about terminal handling (cross-platform text coloring, clearing terminal, etc). If I’d use ASCII art, probably most of them also were created some time ago. All mechanics and other game-specific content will be created from scratch. I’m going to post updates on my facebook page.

 

I’m really tired (and a bit drunk) now (1 PM here), so – I’ll start tomorrow. Also, I’m sorry for all mistakes and grammar errors, my English is a bit (?) rusty, unfortunately.

Good luck to all participiants!