7DRL Success: Rogue City Scavenger


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!


mmoRL – Massively Multiplayer Online Roguelike – COMPLETE!

It’s done!


mmoRL screenshots

mmoRL is a massively multiplayer online roguelike game. You log in to a central server and play together with other players on the server. The overworld is a safe area and everything there happens in realtime, but the dungeons and other non-safe zones are turn-based and unique per player; you will not find other players in your dungeons. However, in the overworld you can choose to party up with other players, and when you are in a party, you will visit the party leader’s dungeons instead of your own – together with the other players in your party.

The game runs under Windows (.NET) and Linux (Mono). Download it at http://vdzserver.org/games/mmorl.html (only ~100 KB)

(mmoRL is public domain under a CC0 license. See here for details. Long story short, you are free to do whatever you want with the game or its code without any obligations.)

Husk: Day III & IV

Last night I finished what should be the last of the framework code and merged it into master, bringing my codebase close to 15k lines before any 7DRL-specific code. Unfortunately, this means that I’ve fallen behind on my timeline and am only just now where I wanted to be at the end of the second day. The next three days are going to require a lot of hard work if I want to get a reasonably good game out there. Unfortunately, I won’t have all of them available as I have to work on part of Friday and have a guest arriving that night. We’ll see what I can manage to turn out…

Husk: Day II

Yesterday was also pretty uneventful because I had to spend the day mostly writing framework-level code. However, the framework’s functionality is now back to about where it was last 7DRL (but much more extensible).

My job today is getting the existing combat implementation back to functional levels. The system already supports some really fancy stuff, like locational damage and multiple attacks. If I have time after getting combat to a working state, I’ll probably get AI working again (it’s been disabled for quite a while).

Husk: Day I

Not a very eventful first day. I’m using my own framework for this, but I’m in the middle of some major architectural work on it that I didn’t have time to finish. You can move around and inspect actors, but a lot of basic functionality is only sort-of-implemented. After some initial setup of the game folder, I delved right into committing to a separate branch off of master for making the framework more operational. Hopefully that will be done with in a day or two…

Our first 7DRL, our first official game!

Hi, my name is Artur and I’m the level2project’s programmer. We’re very excited about this game, because it’ll be our first official game as a game studio. As I said, I’m the programmer and designer, too. Bruno is our art director and Hamlet is our “social guy”. The game is called “The Goblin’s Well”. It tells the history of Almox, a adventurer and explorer, who is sucked into a misteirously pit in the top of a hill. Down there, Almox realized that place was not just a normal water well. You have to help him to find a way out of there! For that, you’ll lead Almox through great dungeons and subterrain caves, full of monsters and treasures. Secrets of a ancient history will be revelead, and secretes about Almox’s personal life too…

Well, the challenge has started, so it’s time to code!

1- You can find more info about our game and our studio here;
2- This is the link to the subpage of the game’s development;
3- This is the future download page;
4- And this is our twitchtv channel!

We hope you like our game! Bye (:

Nights of Endless Scares – Dev Log 0

This is my first 7DRL.
I’ve only developed 1 RL-kind of game so far, so I guess I know one or two things about RL.

My game’s name is “Nights of Endless Scares”, and the idea was to make a survival horror RL. Not sure if that’s possible, but I’m gonna try to make one for this challenge.

Btw, I’m known for not able to finish any game jam’s game without being pushed.
Thus as always, I’m hoping that I’ll be able to finish this game, and on time.

Will post a new update again tonight.