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.

Void Sanctum – 7DRL 2015, Day 1 report

Alan Charlesworth and I have been slaving on last night and this evening, trying to force progress. While I’ve been working on setting up the technology for zones and areas, making sure Alan’s wordsmithing will present on screen the way he envisions it, Alan has been producing Area and Horizon descriptions non-stop. Prior to the start of the challenge, I also spent a little time pulling in third-party assets and form the meager foundation for making a roguelike game in Unity.

Of important mentions, we’re using Text Mesh Pro for text rendering, ProD Total and Rogue Sharp as a base for our procedural generation, field of view and pathfinding, RPG & MMO UI 2 for UGUI, Icon pack for MYFG and an assortment of icon packs from Digital Worlds JSC for User Interface, Master Audio for all audio needs, Noble Reader when displaying longer texts and Visual Studio for Unity for coding and debugging.

Follow us and watch Alan thread down this road to ruin on YouTube in true roguelike fashion as we try to make a game in seven days!

Previous reports from Void Sanctum, 7DRL 2015:

  • Startup
  • Day 0
  • Void Sanctum – 7DRL 2015 startup

    As Alan Charlesworth mentioned in our Day 0 report yesterday, we are collaborating in this year’s 7DRL Challenge!

    We are starting now, just around 11 PM GMT, making Void Sanctum.

    We plan to report in here daily and tell of all our failures. Alan aka The Indie Ocean on YouTube, will be recording daily Vlogs (well, perhaps not that often) of his experience too, but will probably edit them and put them online after the week is over.

    Follow us and watch Alan thread down this road to ruin on YouTube in true roguelike fashion as we try to make a game in seven days!

    Previous reports from Void Sanctum, 7DRL 2015:

  • Day 0
  • Eden Sector, Day 4

    eden sector pic

    Eden Sector is a mod of Approaching Infinity, an upcoming Space Roguelike.

    Eden Sector uses the core technology, resources, and background world of A.I., and introduces a brand new adventure. You travel across space (and time?!) to find the fabled “Amulet of Yendor”, a mysterious relic that just might help your people take revenge on the evil enemy that decimated them 80 years ago.

    The first day was spent tying up loose ends on the current Beta state of Approaching Infinity. Day two was general story planning and base code modification. Day 3 included writing half the new quests, and day four (today!) was all about actually make them work!

    Saturday will be spent (hopefully) doing a second round of optional quests, and introducing some new items and monsters, while tuning the existing ones to a 26-sector experience (as opposed to an infinite one!)

    Sunday is reserved for polish, and all those little “Hey, wouldn’t this be cool?” things.

    Wish me luck!

    Bob

     

    Late start, early finish!

    Hi all! This year i’m quite busy so i’ll enter with a quick & dirty entry.

    Download here [source, makefile and macos build]

    TIME LORDS

    Write a list of action [like ‘ddssw’] to plan your moves to reach the exit.

    Hit enter when you’re happy and watch the result.

    Supported action:

    • w go nort
    • s go south
    • a go west
    • d go east
    • q quit

    Map legend:

    • . floor
    • # wall
    • > exit to next level
    • M monster

    Bump into a monster to kill them and lose 1 HP.

    Happy crawling …. DOCTORS!

    Attack The Geth – A Mass Effect Universe Roguelike

    Finished it!

    That Geth Prime is going down!
    That Geth Prime is going down!

    Much like Mass Effect’s multiplayer mode, it’s about surviving as long as you can.

    As you kill enemies you gain experience which you can use to upgrade your robot between waves or after death.

    Enjoy 😀

    http://squidpony.com/

    -Eben

    7DRL Success: Rogue City Scavenger


    ss2
    RCS

    Download Here: www.numeronreactor.com

    In a violent city under siege by a deadly sickness, you are a stranded CDC agent fighting to find the source before its too late. Explore an open city looking to repair the portal into the quarantine zone, and from there figure out what caused all this madness. Many factions want you dead – The plant-like infected, the authoritative Cyan Security police force, the iron fisted Redbolt electric company, and the many roaming gangs. Worst of them all – an enormous invulnerable monster tracking your every step!

    —-

    Hello everyone, my name is Numeron and this is my 6th successful 7 day roguelike. I used  the same base engine as I have the last two years, and many of the same art assets, although I spend a considerable amount of time creating new graphics.

    This time round has probably been the most work I’ve ever done in such a short period. I mentioned onRoguelike Radio that I was concerned that my scope increases would eventually get the better of me – This year I very nearly didn’t finish despite 13 hour work days, but thanks to a 32 hour marathon at the end, I squeezed it out at the last minute… The sheer number of non-interactable assets is phenomenal  and though it was a ton of work I think the end product looks amazing. I had some neat code which displays a random image for a map object based on the hash of the tile. This means that even though there are a whole bunch of different looking graffiti / trashcans / whatever, there is often only one object behind it all, and that definitely streamlined getting all the assets in. I think in preparation for next year I will be sure to try to streamline many more map generation processes in my engine so that there are even fewer bottle necks between drawing an image and getting it into the game as scenery.

    One difference from last year is that I am no longer using Slick for graphics, having upgraded to LibGDX. In previous years, there were a lot of people who couldn’t get the game to run because of OpenGL problems. Many of these problems I believe stem not only from some of Slicks poor use, but also from crappy drivers that don’t work well with OpenGL 2.0… I am no longer using 2.0 (losing FBO’s was a pain but I worked though it) so a lot more people should be able to run the game this year.

    So don your gas masks and prepare to enter the quarantine zone! I hope everyone enjoys this game as much as I enjoyed making it!

    ss4