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Announcements => Other Announcements => Topic started by: NeedsFoodBadly on March 01, 2012, 09:48:53 PM

Title: Share your ideas for 7DRL
Post by: NeedsFoodBadly on March 01, 2012, 09:48:53 PM
Got any fanciful, hopeful, outrageous, outlandish, serious or silly ideas for 7DRL?

I'll start.  Here's mine, a Roguelike based on the original Rogue...Sarah Palin!

You play the role of Sarah Palin, who must embark on a fantastic quest for relevancy and attention.  Battle hordes of liberals, lame stream media, political pundits and Gotcha Goblins as you descend deeper into the depths of madness!

Here's a mockup of the title screen:
(http://i.imgur.com/2ISm3.png) (http://i.imgur.com/2ISm3.png)


Title: Re: Share your ideas for 7DRL
Post by: Z on March 01, 2012, 10:38:10 PM
I wanted to create a similar thread myself.

My plan for this 7DRL is to create a more complete game based on Hyperbolic Rogue (http://www.roguetemple.com/z/hyper.php). The current version has been featured in several media, to my great surprise, as this was just an experiment, more a concept than a real game. Since the concept of using hyperbolic geometry makes an extremely minimalistic game so popular, I expect that merging it with a more complete game could bear great results.

I plan to keep the general (a bit minimalistic and DROD-like) style of gameplay, though. I feel that the usual mechanics of stats, hitpoints, heal-by-rest, accuracy and dodging, armor, and so on are overused, boring, and don't bring much to the game. Hydra Slayer's mechanics are more interesting and would fit the hyperbolic world, but I don't want to repeat it either. Especially 7DRLs should try to replace this with a more interesting, tactical gameplay.

The new version is planned to allow players to explore several types of lands, each of them including specific monsters, terrain features, mechanics, items, and treasures. One of these lands will be the icy one from the current version (although with new items and boundaries with other terrains), so Hyperbolic Rogue will be a kind of a subset of Hyperbolic Rogue II. I am afraid that this might be considered cheating by someone, but I don't think this is a problem (the original Hyperbolic Rogue was an out-of-challenge 7DRL itself, and e.g. Jeff Lait also tends to reuse parts of his previous 7DRL entries, and also this is roughly equivalent to reusing "@ moving on screen", with a difference that the geometry is very special).

My other plan (and a suggestion to all 7DRLers) was to see what is the theme of the Experimental Gameplay Project (http://experimentalgameplay.com/) and try to make the game consistent with their theme. Since this project also aims at creating experimental games in 7 days, I think it is a very cool idea to make the game which fits both challenges. (Februrary's theme was Infinite World, which fits Hyperbolic Rogue extremely well.) March's theme turns out to be Economy. I think this theme also fits roguelikes quite well, since resource management is so important. I'll try to make the 'economy' in HyperRogue II interesting. I also recommend everyone to try to create a roguelike with some kind of interesting resource management, and swamp the Experimental Gameplay Project with roguelikes. :)
Title: Re: Share your ideas for 7DRL
Post by: NeedsFoodBadly on March 01, 2012, 10:50:34 PM
Hyperbolic mixed with more traditional Roguelike play would be great! ;)
Title: Re: Share your ideas for 7DRL
Post by: Darren Grey on March 02, 2012, 01:49:44 AM
I plan to keep the general (a bit minimalistic and DROD-like) style of gameplay, though. I feel that the usual mechanics of stats, hitpoints, heal-by-rest, accuracy and dodging, armor, and so on are overused, boring, and don't bring much to the game.

What is DROD?

I've come to a similar conclusion myself lately about stats, dodging etc.  Deterministic systems should be the norm in games with permadeath.  Failute should always be from your own mistakes, not the whims of the RNG.  Dice rolls are an inheritance of table top gaming, where there was a specific tension to picking up the dice and rolling them hoping for a specific number.  When a computer does it and you never ever see the calculation then it just feels arbitrary and unfair.  Not fun at all.

Equipment and items are also boring as they take away from the fun of interactive gameplay.  You should spend your time making tactical decisions, not fiddling about in menus.

Anyway, my 7DRL 'Rogue Rage' has nothing to do with economy, and I'm sure as heck not changing my design now  :P  If you want to know all the gritty details I've got them in a spreadsheet (take note of the different tabs):

https://sites.google.com/site/darrenjohngrey/games/roguerage-designdoc.xls

As a simple overview, it's a melee combat game that encourages fighting against groups.  You attack enemies just by standing next to them, with bump-to-hit triggering special attacks.  The exact effects depend upon your stance, and you switch between these freely.  There is no character progression between learning new stances.  You have a Rage meter that increases in battle, and when it hits 100 you get quite immense power for a short amount of time.  Outside of Rage you're much weaker.

I'm hoping it'll be quite fun.  I don't think I've made a game yet where many people have actually found the gameplay fun, though I've been praised for other things.
Title: Re: Share your ideas for 7DRL
Post by: Z on March 02, 2012, 02:10:47 AM
What is DROD?

Deadly Rooms of Death (http://drod.caravelgames.com/), a quite old game close to a puzzle roguelike, but without any randomness (predesigned levels) and checkpoints instead of permadeath. I have played the old (2002) Architect's Edition which was great, and Journey to Rooted Hold (also very good, but not as novel). Architect's Edition is free, so I recommend to try it (although maybe the JtRH demo or some other version also includes the first part for free with some improvements, I am not sure now). I referred to it because I discovered that some of my ideas for monsters are a bit similar to those in DROD (and also because it has been mentioned in the other thread).
Title: Re: Share your ideas for 7DRL
Post by: ejg_dnd on March 02, 2012, 04:49:54 AM
For roguelike ideas, I think my 7drl.org post is particularly apt.

I like the idea of an economy focused roguelike.  Might use that for my 7drl.
Title: Re: Share your ideas for 7DRL
Post by: Krice on March 02, 2012, 08:59:38 AM
Yeah, this is what we need. More ideas. Let's throw in some ideas. Fuck.
Title: Re: Share your ideas for 7DRL
Post by: NeedsFoodBadly on March 02, 2012, 05:22:45 PM
Yeah, this is what we need. More ideas. Let's throw in some ideas. Fuck.

Enter Dungeons of Blank, Get to Level X, Retrieve Amulet of Blank.

Your move.

(http://i2.kym-cdn.com/entries/icons/original/000/004/457/challenge.jpg)
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 02, 2012, 05:58:17 PM
  I made a little program that spit out roguelike ideas. I can't find it now. It was a couple of years ago when I first started coming around here. Basically the out put was.
  You play a BLANK searching for the BLANK.

  I had a text file with a bunch of professions for the first blank and one with random nouns for the second.  It was funny for about 10 seconds.


EDIT: And my idea this year is You play a Klingon searching for the Genesis Device. But I may just make an interface for my card game. But I don't think that's much of a 'game'. Just sort of a drag and drop, die roll and shuffle engine. So we'll see. Depends on time I think.

-JO
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 02, 2012, 06:03:46 PM
@Darren - Cool beans on going Hex man. You are doing this with the ToME4 Engine, correct? Does that easily support hexes?
Title: Re: Share your ideas for 7DRL
Post by: Krice on March 02, 2012, 08:58:24 PM
Enter Dungeons of Blank, Get to Level X, Retrieve Amulet of Blank.

Your move.

You are a shopkeeper and you need to get some new items in your shop. However it requires a long journey over dangerous wilderness with the usual bandits and critters trying to kill you. With couple of pack mules you begin your adventure.
Title: Re: Share your ideas for 7DRL
Post by: ejg_dnd on March 02, 2012, 09:02:05 PM
Ok lets continue adding more ideas.  May put them up on 7drl.org ;)

-Suicidal roguelike: You play a @ that is really hard to kill.  Your goal is to repeatedly "die" in a certain amount of time to descend to the next level of the dungeon.  As you level up, you can make yourself more vulnerable, or get talents that can be used to achieve this goal.  Conversely, the monsters keep getting weaker on each level.

-Wall sliding roguelike:  You must always be adjacent to a wall.  You can only attack enemies if they are next to a wall.  Several abilities, such as creating or rearranging walls, will be useful for you to attack otherwise unreachable enemies and get to the stairs.

-Photographic roguelike: You don't have any weapons, but you do have a camera.  Your goal is to take as many pictures of monsters as possible, before time runs out, or you run out of food.  Additional points may be added if there is interesting scenery around the monsters.

-Instant healing roguelike: Your health regenerates really fast, you are up at full health each round.  Conversely, you can only get killed if you take that much damage in a turn.
Title: Re: Share your ideas for 7DRL
Post by: Darren Grey on March 02, 2012, 09:14:32 PM
Jo: Yup, T Engine supports hex as of b38 :-)
Title: Re: Share your ideas for 7DRL
Post by: NeedsFoodBadly on March 02, 2012, 09:23:17 PM
Enter Dungeons of Blank, Get to Level X, Retrieve Amulet of Blank.

Your move.

You are a shopkeeper and you need to get some new items in your shop. However it requires a long journey over dangerous wilderness with the usual bandits and critters trying to kill you. With couple of pack mules you begin your adventure.

I was actually just reading an article about a roguelike pretty much like that the other day.  Darn me if I can't find it now, but it was a working game where you played a shopkeeper next to a dungeon, and heroes would come and sell their items and you would also sell items to them, in an intricate dance of trying to make profit, and keeping them equipped with gear just good enough for them to bring back more loot to sell/buy from you.
Title: Re: Share your ideas for 7DRL
Post by: oohara on March 03, 2012, 11:56:47 AM
Got any fanciful, hopeful, outrageous, outlandish, serious or silly ideas for 7DRL?

* kamikaze dwarf roguelike
You are a devout kamikaze dwarf.  Your only attack is
self-destruction.  If you do it right, your god will
resurrect you.
This idea is stolen from Every Extend Extra:
http://www.everyextendextra.com/ (http://www.everyextendextra.com/)

* lich roguelike
You explore a dungeon in a human form.  You will die
sooner or later.  When you die, you transform into a lich
and explore the _same_ dungeon again.  Your ghost appears
this time.  It does exactly what you did.  In other words,
it is your pet which is as wise as you are.  Plan for
your better afterlife.
This idea is stolen from Onore no Shinzuru Michi wo Yuke:
http://www.fromsoftware.jp/game/archive/oreike/ (http://www.fromsoftware.jp/game/archive/oreike/)
Title: Re: Share your ideas for 7DRL
Post by: TheCreator on March 03, 2012, 12:54:58 PM
This idea is stolen from Every Extend Extra:

No, it's stolen from Warcraft II (although the dwarves in Warcraft II didn't get resurrected :) ).

Quote
This idea is stolen from Onore no Shinzuru Michi wo Yuke:

No, it's stolen from Flood:
http://en.wikipedia.org/wiki/Flood_%28video_game%29
Title: Re: Share your ideas for 7DRL
Post by: Legend on March 03, 2012, 04:28:04 PM
Something that uses a ring system similar to Jewel Master  http://en.wikipedia.org/wiki/Jewel_Master  (http://en.wikipedia.org/wiki/Jewel_Master)

You have slots for several rings on each hand and combining different rings on each hand will give different effects. I thinkn this would make an interesting mechanic in a roguelike.

Or a horror/hellraiser themed roguelike with puzzlequest/bejewed like combat/elements. :P
Title: Re: Share your ideas for 7DRL
Post by: oohara on March 03, 2012, 06:55:29 PM
This idea is stolen from Every Extend Extra:
No, it's stolen from Warcraft II (although the dwarves in Warcraft II didn't get resurrected :) ).
The idea is that you must do self-destruction _right_
to gain enough piety, or you will be left dead.
Of course, you need to do self-destruction more than
once to win the game.

This idea is stolen from Onore no Shinzuru Michi wo Yuke:
No, it's stolen from Flood:
http://en.wikipedia.org/wiki/Flood_%28video_game%29
The ghost in the idea is your pet, not your enemy.
Title: Re: Share your ideas for 7DRL
Post by: Darren Grey on March 04, 2012, 12:26:32 AM
I think a kamikaze game could work if the game ends on death and you get a score based on how many you killed.  The actual run-up to death would involve grabbing power-ups to improve your explosion and avoiding enemies that would kill you too early.  There's be a focus on trying to get to the right target (a king for instance) or get into a position to cause the most damage.  Could work well with some stealth mechanics.
Title: Re: Share your ideas for 7DRL
Post by: ejg_dnd on March 04, 2012, 03:22:33 PM
I plan to keep the general (a bit minimalistic and DROD-like) style of gameplay, though. I feel that the usual mechanics of stats, hitpoints, heal-by-rest, accuracy and dodging, armor, and so on are overused, boring, and don't bring much to the game.

What is DROD?

I've come to a similar conclusion myself lately about stats, dodging etc.  Deterministic systems should be the norm in games with permadeath.  Failute should always be from your own mistakes, not the whims of the RNG.  Dice rolls are an inheritance of table top gaming, where there was a specific tension to picking up the dice and rolling them hoping for a specific number.  When a computer does it and you never ever see the calculation then it just feels arbitrary and unfair.  Not fun at all.

Equipment and items are also boring as they take away from the fun of interactive gameplay.  You should spend your time making tactical decisions, not fiddling about in menus.

Anyway, my 7DRL 'Rogue Rage' has nothing to do with economy, and I'm sure as heck not changing my design now  :P  If you want to know all the gritty details I've got them in a spreadsheet (take note of the different tabs):

https://sites.google.com/site/darrenjohngrey/games/roguerage-designdoc.xls

As a simple overview, it's a melee combat game that encourages fighting against groups.  You attack enemies just by standing next to them, with bump-to-hit triggering special attacks.  The exact effects depend upon your stance, and you switch between these freely.  There is no character progression between learning new stances.  You have a Rage meter that increases in battle, and when it hits 100 you get quite immense power for a short amount of time.  Outside of Rage you're much weaker.

I'm hoping it'll be quite fun.  I don't think I've made a game yet where many people have actually found the gameplay fun, though I've been praised for other things.

I am going to have to disagree with you on some of these points.
1. Equipment, if done wrong, can take away from the game, as you fiddle about in menus.  But if done right, equipment actually presents tactical decisions.  Such as whether it is better to wear item x or y, which items to have in inventory (with encumbrance or limited slots), which items to improve (such as with Brogue)...
2. I disagree that deterministic systems should necessarily be the norm in games with permadeath.  Its more of a question of how you want the game to feel.   Random rolling, if done right, adds tension and excitement, as gameplay contains an element of luck.  There is the issue of having deaths seem "unfair", but if the game is designed right, these instances don't happen often.  Determinism gives it a "chess-like" feel.
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 04, 2012, 04:44:01 PM
I think a kamikaze game could work if the game ends on death and you get a score based on how many you killed.  The actual run-up to death would involve grabbing power-ups to improve your explosion and avoiding enemies that would kill you too early.  There's be a focus on trying to get to the right target (a king for instance) or get into a position to cause the most damage.  Could work well with some stealth mechanics.

  I dig it. That idea shows real promise. Perhaps the game ends when you kill less enemies then the time before. Like your god keeps demanding more sacrifices in order to resurrect you. Added wrinkles could be that your explosiveness can lower over time depending on how much 'juice' or whatever you have in your system. And jugs of such juice can be placed as secondary explosives or drank to increase explosiveness for a time. Destructible terrain would add another wrinkle...

  Shit now I'm thinking of running with a different idea. I swear I've changed my mind like 8 times about what I want to do this year.
Title: Re: Share your ideas for 7DRL
Post by: AgingMinotaur on March 04, 2012, 07:34:52 PM
I think a kamikaze game could work if the game ends on death and you get a score based on how many you killed.

  I dig it. That idea shows real promise. Perhaps the game ends when you kill less enemies then the time before.
Or you don't get resurrected at all. You get a single score for each dwarf, and start afresh in a new map every time you die. Alternatively, you could play a team of, say, 3 dwarfs who run in succession. This could allow strategies like sacrificing one guy (~gambit) to prepare a good position for the next in line.

As always,
Minotauros
Title: Re: Share your ideas for 7DRL
Post by: ejg_dnd on March 04, 2012, 07:58:17 PM
  Shit now I'm thinking of running with a different idea. I swear I've changed my mind like 8 times about what I want to do this year.

Same here ;).
Title: Re: Share your ideas for 7DRL
Post by: corremn on March 05, 2012, 10:01:05 AM
  Shit now I'm thinking of running with a different idea. I swear I've changed my mind like 8 times about what I want to do this year.

Same here ;).

I think it is very common to be undecided until a few days before.
Generally I dont really know what my game will be until I finish it. Generally my 7drl games tend to evolve in to a final state, I never really know what I am going to produce.
Title: Re: Share your ideas for 7DRL
Post by: Krice on March 05, 2012, 01:13:59 PM
Darn me if I can't find it now, but it was a working game where you played a shopkeeper next to a dungeon, and heroes would come and sell their items and you would also sell items to them

That's more like Dungeon Keeper -style idea, my idea is more like Expedition where you go to some distant place to get stuff.
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 05, 2012, 03:32:35 PM
  I've pretty much just decided on what i want my controls to be. And my theme. I've got a good title in mind as well. SUN CRUSHER. The rest is in flux.

  My interface will be:
   WASD or Arrows to move the active character.
   Left click to select or inspect something.
   Right click to use what ever is selected.

  I am looking to make a fast and smooth system. With no menus.

  My working title is SUN CRUSHER with a sci fi theme. After playing a bit of Prime I might try for a Space Hulk style station romp where your squad attempts to deactivate the Sun Crusher. Or I might go for a space ship survival game where you fly around looking for the lost Sun Crusher device trying to conserve on fuel and torpedoes.

  Were I a stud I could make the game be 'both' of those at once. Where you fly around and assault space stations looking for pieces of the Sun Crusher. You know, like the 'core torpedo', the 'singularity matrix' and the 'black hole shard'...find them all and win the game....but that is too ambitious I think.
Title: Re: Share your ideas for 7DRL
Post by: Snargleplax on March 05, 2012, 07:14:59 PM
Idea #1: Rogue Like Hell (or, "Roguelike your Life Depended on It").
The dungeon is dark.  The monsters are deadly.  WAY TOO DEADLY.  You are not a hero.  You're a lost fool with a scant few tricks, running for your life amid the horrors, hoping to find the light.  You have no aspirations of glory.  The day is too dark, the monsters too vicious.  You might, might slay a scant few of them in desparation, but clearing dungeon levels is out of the question.  Your tools are more focused on stealth and tactical manipulation (shoving enemies, tripping them, short-range teleport of self and others, closing and locking doors behind you, etc.).  Basically, you spend the entire game on the run from overwhelming forces at your heels, trying to eke out just enough advantage to stay ahead of the hordes of darkness.

Idea #2: Dungeon Sabateur
This idea is based on an old DOS game I played back in the day, called Pyro 2.  It consisted of randomly-generated levels representing floors in buildings you were supposed to destroy.  Scattered around each level were various gas canisters, which would start spreading out as you walked past them.  The player trailed a lit fuse behind, and you had to try to set off as big a fire as possible without burning yourself alive.  The original game certainly had important roguelike aspects -- random level generation and permadeath -- but I think there's room for a re-exploration of these ideas in fun new destructive ways (molotov cocktails, anyone?).
Title: Re: Share your ideas for 7DRL
Post by: corremn on March 05, 2012, 11:22:52 PM
Idea #1: Rogue Like Hell (or, "Roguelike your Life Depended on It").
The dungeon is dark.  The monsters are deadly.  WAY TOO DEADLY.  You are not a hero.  You're a lost fool with a scant few tricks, running for your life amid the horrors, hoping to find the light.  You have no aspirations of glory.  The day is too dark, the monsters too vicious.  You might, might slay a scant few of them in desparation, but clearing dungeon levels is out of the question.  Your tools are more focused on stealth and tactical manipulation (shoving enemies, tripping them, short-range teleport of self and others, closing and locking doors behind you, etc.).  Basically, you spend the entire game on the run from overwhelming forces at your heels, trying to eke out just enough advantage to stay ahead of the hordes of darkness.

If you add in other non-hero people also running away from the deadly horde, you can always trip them up, push them into the oncoming horde or shoot them in the leg so they get eaten and you escape :) Now that's what I want to see in a roguelike - The Walking Dead the roguelike.  Where you play to survive as a regular person, where you will do anything to survive :)

Title: Re: Share your ideas for 7DRL
Post by: Krice on March 08, 2012, 08:05:41 AM
Actually got a great idea for 7DRL and it happens to be 7DRL time. Don't know if this has been implemented, but I have not seen it done.
Title: Re: Share your ideas for 7DRL
Post by: requerent on March 08, 2012, 12:37:49 PM
I plan to keep the general (a bit minimalistic and DROD-like) style of gameplay, though. I feel that the usual mechanics of stats, hitpoints, heal-by-rest, accuracy and dodging, armor, and so on are overused, boring, and don't bring much to the game.

What is DROD?

I've come to a similar conclusion myself lately about stats, dodging etc.  Deterministic systems should be the norm in games with permadeath.  Failute should always be from your own mistakes, not the whims of the RNG.  Dice rolls are an inheritance of table top gaming, where there was a specific tension to picking up the dice and rolling them hoping for a specific number.  When a computer does it and you never ever see the calculation then it just feels arbitrary and unfair.  Not fun at all.

Equipment and items are also boring as they take away from the fun of interactive gameplay.  You should spend your time making tactical decisions, not fiddling about in menus.

Anyway, my 7DRL 'Rogue Rage' has nothing to do with economy, and I'm sure as heck not changing my design now  :P  If you want to know all the gritty details I've got them in a spreadsheet (take note of the different tabs):

https://sites.google.com/site/darrenjohngrey/games/roguerage-designdoc.xls

As a simple overview, it's a melee combat game that encourages fighting against groups.  You attack enemies just by standing next to them, with bump-to-hit triggering special attacks.  The exact effects depend upon your stance, and you switch between these freely.  There is no character progression between learning new stances.  You have a Rage meter that increases in battle, and when it hits 100 you get quite immense power for a short amount of time.  Outside of Rage you're much weaker.

I'm hoping it'll be quite fun.  I don't think I've made a game yet where many people have actually found the gameplay fun, though I've been praised for other things.

I am going to have to disagree with you on some of these points.
1. Equipment, if done wrong, can take away from the game, as you fiddle about in menus.  But if done right, equipment actually presents tactical decisions.  Such as whether it is better to wear item x or y, which items to have in inventory (with encumbrance or limited slots), which items to improve (such as with Brogue)...
2. I disagree that deterministic systems should necessarily be the norm in games with permadeath.  Its more of a question of how you want the game to feel.   Random rolling, if done right, adds tension and excitement, as gameplay contains an element of luck.  There is the issue of having deaths seem "unfair", but if the game is designed right, these instances don't happen often.  Determinism gives it a "chess-like" feel.

The healthy combination is to have a deterministic system with some form of fog of war. Card games that involve teams and the entire deck are a good example. All cards are known and known to be out, but their locations are hidden. Despite this degree of randomness, winning and losing depends very little on it (depending on the game of course- the skill fact in each of these games can be explicitly measured).
Title: Re: Share your ideas for 7DRL
Post by: NeedsFoodBadly on March 08, 2012, 11:50:53 PM
Here's one up for grabs (if it hasn't already been done) :P

You're a programmer who has to complete the 7DRL challenge in 7 days and present a finished roguelike.

You journey down into the depths of your computer/the internet, fighting off webads, viruses, malware, naughty websites, program bugs and similar time wasters to retrieve the coveted code and return to the surface with it.

Alternatively, instead of having just ONE object to retrieve you could have to get a bunch of different code parts and return to the surface to win.  You could even name them like main.cpp and so on :P

Spells & Equipment could be like functions, data files or something like that in keeping with the theme.
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 09, 2012, 03:20:20 AM
  Lol like you don't have hitpoints but rather 'time'. So each time wasting monster will take away a bit of your time if you are hit.

  Nice.
Title: Re: Share your ideas for 7DRL
Post by: Z on March 09, 2012, 08:02:10 AM
I also had a idea that there could be a roguelike about writing a roguelike. The stats could be called Laziness, Impatience and Hubris (inspired by the famous quote of Larry Wall).

Title: Re: Share your ideas for 7DRL
Post by: XLambda on March 09, 2012, 10:52:49 AM
That's actually an awesome idea! I think I'll try something like that :)

Player class could be your programming language. Equipment like text editor, compiler...
"You find a +2 emacs of bug killing!" "You strike the bug with your emacs! The bug fades away!" LOL!
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 09, 2012, 03:29:03 PM
  Jug of Ben and Jerry's means you no longer require food. +4 time.

Title: Re: Share your ideas for 7DRL
Post by: Nolithius on March 09, 2012, 04:30:46 PM
This year's 7DRL challenge, I'll be tackling a party-based dungeon crawler, something which we've seen little of in roguelikes (the party-based part ;).

I've posted some working artwork for the character portraits as well as a few more details over at: http://www.nolithius.com/game-design/plans-for-7drl-challenge

Best of luck to everyone participating in the challenge!
Title: Re: Share your ideas for 7DRL
Post by: george on March 09, 2012, 04:42:12 PM
Great portraits Nolithius.  :)
Title: Re: Share your ideas for 7DRL
Post by: jasonpickering on March 09, 2012, 07:31:44 PM
I am going to be reusing some old art trying to make a small Kaiju based Roguelike. not much combat, just you and a big monster fighting in a city. we will see if I can do it or not.
Title: Re: Share your ideas for 7DRL
Post by: Ari Rahikkala on March 09, 2012, 09:26:39 PM
I wasn't going to participate, but then I kind of got the picture from the latest Roguelike Radio episode that if you are a Real Man (or a Real Woman) you can still make a 7DRL even if you had plans to live a life otherwise. So I guess I'll be doing this, announcement on rgrd tomorrow and all.

I was thinking of a roguelike that takes the Paradox Mage class concept from TOME4 and supercharges it. You can time travel into the past - maybe a few dozen turns at most (I don't know yet how much memory it will take to store the previous game states the way I intend to) and change past events. AI actors will respond to you in the past, but previous versions of yourself will be completely oblivious to your existence. Causing changes in the past will increase your Paradox resource, and the more you've changed the past from the original timeline, the more Paradox you will build up. Just like in TOME, a higher Paradox powers up your spells and strange powers but also makes gameplay more dangerous and chaotic, and it takes concentration over time to reduce your Paradox. I have a weird science fiction explanation for all this planned out, too.
Title: Re: Share your ideas for 7DRL
Post by: NeedsFoodBadly on March 11, 2012, 08:48:07 AM
I just announced MarioRL.  Pressure is kind of on with the short list of competitors so far. :P

Here's a quick mockup I made:

(http://i.imgur.com/yXbN7.png)

I'm working on tile graphics, mapping & movement right now.
Title: Re: Share your ideas for 7DRL
Post by: Darren Grey on March 11, 2012, 04:06:40 PM
Someone on reddit jokingly suggested a 7-dimensional roguelike, where you can end up being surrounded on all sides by 2186 rats.  I don't think this is really workable, but it's a cool idea...
Title: Re: Share your ideas for 7DRL
Post by: getter77 on March 11, 2012, 06:21:09 PM
Closest would be a 3D 360 degree particle approach, essentially in the middle of Hyberbolic Rogue's Sphere I suppose.

Yep, colored bits of particle instead of "fancy" ASCII---we'd definitely be through the looking glass there folks.
Title: Re: Share your ideas for 7DRL
Post by: Darren Grey on March 11, 2012, 06:55:36 PM
Well, there was the fully 3D EmoSquid last year (or was it the year before?) which showed you 9 window panes so you could see and act in the third dimension.  It was a bit confusing.  Over 2000 panes for 7 dimensions would be even harder.
Title: Re: Share your ideas for 7DRL
Post by: XLambda on March 11, 2012, 10:25:11 PM
Here's one up for grabs (if it hasn't already been done) :P

You're a programmer who has to complete the 7DRL challenge in 7 days and present a finished roguelike.


I just couldn't resist.

(http://i897.photobucket.com/albums/ac180/Terra_Inc/challenge.png)
Title: Re: Share your ideas for 7DRL
Post by: NeedsFoodBadly on March 12, 2012, 04:25:10 AM
Ha!  Nice one!  I look forward to playing it sir! :P

I was almost going to do it myself but I went with the Mario themed thing instead on a whim.
Here's my wip so far, actual screenshot (not another mock).

(http://i.imgur.com/n03dr.png)
Title: Re: Share your ideas for 7DRL
Post by: Darren Grey on March 12, 2012, 05:32:51 AM
So can you only kill them by bumping from one of the northerly directions or by fireball?  Could produce some interesting gameplay, that  :)
Title: Re: Share your ideas for 7DRL
Post by: El Barto on March 12, 2012, 07:17:59 AM
So can you only kill them by bumping from one of the northerly directions or by fireball?  Could produce some interesting gameplay, that  :)

Do some tube act like a teleport spell? a disconnected section of the map you can access (and leave) only by tube may be interesting too...
They should contain some enemy, and loot...something like a vault, actually :)
Title: Re: Share your ideas for 7DRL
Post by: NeedsFoodBadly on March 12, 2012, 08:39:41 AM
So can you only kill them by bumping from one of the northerly directions or by fireball?  Could produce some interesting gameplay, that  :)

It works like a standard roguelike, you move towards an enemy to attack them.  If you have fire flower (active for limited amount of turns) then you can attack using a throw/fire like mechanic.  Star power will give you limited invincibility for a limited number of turns as well.

@El Barto:  There could be pipes for hidden areas but for now, I'm probably just going to stick to up and down stairs type.  We'll see how much progress I make this week.

The second pipe in the screenshot at the bottom of page 3 is in view, outside Mario's view range for debugging purposes btw.
Title: Re: Share your ideas for 7DRL
Post by: NeedsFoodBadly on March 12, 2012, 09:19:00 AM
@XLambda:

Oh hey, I forgot to add: Working Title for the game idea I had, 7DRLRL. :P

/obvious

Of course, you're free to call it whatever you want.

If you're throwing in to the 7DRL, they're asking contestants to add their game entry here:
http://roguebasin.roguelikedevelopment.org/index.php/7DRL_Contest_2012

You can register an account at 7DRL.org and make your own blog post too if you like.  Should get some laughs.
Title: Re: Share your ideas for 7DRL
Post by: XLambda on March 12, 2012, 10:57:59 AM
@XLambda:

Oh hey, I forgot to add: Working Title for the game idea I had, 7DRLRL. :P

/obvious

Of course, you're free to call it whatever you want.

That's hilarious! I didn't even think of that one! That MUST be the subtitle!  ;D

You can register an account at 7DRL.org and make your own blog post too if you like.  Should get some laughs.

Mmh, yeah, probably going to do that. :)
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 12, 2012, 10:26:18 PM
  I've just come to the disappointing realization that having a space ship as your avatar does not garner much feeling or connection.

  I'll continue my project but it makes me kind of sad. I'm going to focus more on a robust engine so that I can use it again later. So that way at least something good comes of it all.

  Here is a screen shot.
(http://C:\Users\Joseph Rand Bradshaw\Desktop\My Misc\Gamemaker\StarshipRL\screenshot100.png)

Apparently I do not know how to post a screen shot.
Title: Re: Share your ideas for 7DRL
Post by: corremn on March 12, 2012, 11:21:55 PM
  I've just come to the disappointing realization that having a space ship as your avatar does not garner much feeling or connection.

Just give it, I mean him, a personality. Make it a living thing.

"Open the pod bay doors, HAL.
HAL: I'm sorry, Dave. I'm afraid I can't do that.
"

  Here is a screen shot.
(http://C:\Users\<Joe's name>\Desktop\My Misc\Gamemaker\StarshipRL\screenshot100.png)

Apparently I do not know how to post a screen shot.

Not when you link to your harddrive anyway. :), upload it to that web thing first. Or, click "Additional Options" when posting below your post. (note the second option does not work for me). 
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 13, 2012, 12:04:02 AM
  Web Thingy? I googled it and found nothing to show screen shots. I did, unfortunately, find several pics I wish I hadn't seen.

  I swear I've posted screen shots before. How am I screwing this up?

  The upload option doesn't work for me either.

EDIT: Screw Screen Shots. Took my half a day to figure out how to only shoot when I clicked on an adjacent ship....Apparently GridSize != GridScale...stupid!

if distance_to_object (ShipO) < global.GridSize  //take damage if adjacent
  {
     HullPoints = HullPoints - ShipO.AttackValue;
  }
Title: Re: Share your ideas for 7DRL
Post by: corremn on March 13, 2012, 01:07:43 AM
Ok I was trying to be funny.  :-\ Upload your picture to the Web somewhere, then use the <img>uploaded picture link</img>

P.s Stop looking at TotR forums, you are supposed to be coding  ;)  You would never catch me wasting my time like that.  Which reminds me, I really should start coding...
Title: Re: Share your ideas for 7DRL
Post by: Z on March 13, 2012, 01:17:58 AM
Closest would be a 3D 360 degree particle approach, essentially in the middle of Hyberbolic Rogue's Sphere I suppose.

Yep, colored bits of particle instead of "fancy" ASCII---we'd definitely be through the looking glass there folks.

Hyperbolic Rogue does not take place on a sphere, it is rather a hyperboloid (but not in a normal space) :) Anyway, Hyperbolic Rogue has 7 directions of movement, so it is a Seven Directional Roguelike. I have tried to make other things also count to 7 for the 7DRLC version.
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 13, 2012, 01:21:43 AM
Ok I was trying to be funny.  :-\ Upload your picture to the Web somewhere, then use the <img>uploaded picture link</img>

P.s Stop looking at TotR forums, you are supposed to be coding  ;)  You would never catch me wasting my time like that.  Which reminds me, I really should start coding...

  Yeah seriously Cor! You have a reputation to uphold. Don't mess up.
Title: Re: Share your ideas for 7DRL
Post by: corremn on March 13, 2012, 03:44:46 AM
My last 2 entrants were 4DRLs, so I have plenty of time right? :-\ 
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 13, 2012, 04:53:57 AM
My last 2 entrants were 4DRLs, so I have plenty of time right? :-\ 

No.

Check it!
(http://i39.tinypic.com/sepr10.png)
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 13, 2012, 07:30:05 AM
  Yay I already found some emergent game play. I fired off a Sun Crusher in between two Warbirds and then blew it up with my phasers. BOOM. Blackhole forms in between the 2 Warbirds.
Title: Re: Share your ideas for 7DRL
Post by: corremn on March 13, 2012, 10:33:52 AM
  Yay I already found some emergent game play. I fired off a Sun Crusher in between two Warbirds and then blew it up with my phasers. BOOM. Blackhole forms in between the 2 Warbirds.


Looking sweet Jo.

No progress today, but I did managed to watch a couple of eps of the Walking Dead.  That sheriff dude finally did something cool, 'bout time. :)
Seriously I did manage to "start" a project, hopefully tomorrow I will get some serious work done.
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 13, 2012, 10:01:25 PM
  Walking Dead. Best show on TV. Perhaps one of the top 5 shows ever. I see every episode. Daryl is my favorite character but I liked his older brother Merl more.

  This 7DRL has certainly rekindled my passion for programming and game making. I was doing card games there for a year or so. It was a nice break. But when you see the Sun Crusher blowing up half the screen you realize a card game can just never give you that rush.

(http://i40.tinypic.com/2wgr5oo.png)
Title: Re: Share your ideas for 7DRL
Post by: corremn on March 14, 2012, 12:49:59 AM
  Walking Dead. Best show on TV. Perhaps one of the top 5 shows ever. I see every episode. Daryl is my favorite character but I liked his older brother Merl more.

Yeah I was wondering if Merl is going to make a comeback. I like his black and white character better than Daryl's shades of grey, plus he cut his own hand off, cool. The series really has some good characters and they behave more like real people rather than "why the hell would they do that" moments.  Terra Nova is the complete opposite of this show, one dimensional characters and stupid, stupid plots. I was this close to doing a 7drl on Walking Dead...
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 14, 2012, 03:05:06 AM

Yeah I was wondering if Merl is going to make a comeback...
[/quote]

  It's sort of a fantasy of mine that Merl is in charge of the gang that the prisoner kid (Robert?) came from. Just out there being awesome.

Title: Re: Share your ideas for 7DRL
Post by: corremn on March 14, 2012, 04:47:44 AM
Quote
Yeah I was wondering if Merl is going to make a comeback...
  It's sort of a fantasy of mine that Merl is in charge of the gang that the prisoner kid (Robert?) came from. Just out there being awesome.

Good one, that did not occur to me, you are awesome alright! I am only up to where they brought the kid back, ep08 or 09 i think. 

Hmm I think we hijacked this thread :)
Title: Re: Share your ideas for 7DRL
Post by: guest509 on March 15, 2012, 01:01:59 AM
  Okay well back to the competition. I'm putting together the AI right now and have hit a snag. I want the star systems to rotate. This will be easy to do. I also want to have the enemy starships move around intelligently looking for good shots at the player (they already shoot with deadly accuracy). I do not have enough time to do both because doing both would be 10x as hard as doing one or the other.
 
  For obvious reasons having an AI that maneuvers to a good firing position is just so much easier than one that does this while taking into account a dynamic playing field.

  So what I'm thinking of doing is making the bad guys be 'killer satellites' that rotate around the star and shoot at the player. The player must judgement to hide behind planets and in asteroid fields avoiding the shots in an ever changing playing field.

  I'm disappointed I'll not be able to create intelligent enemy ships. But the game will still be interesting.