Temple of The Roguelike Forums

Development => Challenges => Topic started by: guest509 on January 26, 2013, 08:05:46 AM

Title: Early 7DRL Declaration
Post by: guest509 on January 26, 2013, 08:05:46 AM
  I figured that since I have my idea already I'll lay it out. I'm going to do a game for my nieces called The Littlest Princess. It will be a take off of the old single board romps, specifically Solomon's Key and Don Doko Don. Definitely a Roguelike hybrid. It will have the procedural levels, arcade style permadeath, problem solving and consumable management, but it will not be turn based or heavy on inventory.
  Dunno if I'll stick with the single board, or make is scrolling, we'll see. It'll be top down though, not a jumper.

Features
-The drunken Digger/Roomie dungeon architect we discussed here:
http://roguetemple.com/forums/index.php?topic=2830.0

-Movement engine from Gunfist: Gaiden, an old unfinished project.
-My own cutsie big eyed graphics to appeal to little girls. I was practicing on Slimy Lich Mummy, they should look alright.
-Real time game play, simple 4 way movement and 2 buttons only. NES style.
  -Button 1: Make brick, break brick (as in Solomon's Key).
  -Button 2: Use potion, which activates whatever magic item you are carrying. Fireball, Frost Nova, Teleport, etc...
-Couch Co-Op with different characters (sprite switch only, no difference in ability). Girl, Boy, Dog, Cat? We'll see.

It should be fun, as a lot of the engine is already extant. Also much of the graphics style will come from Solomon's Key for the NES, so I'll have a good template to work off of.

Of course everything is subject to change.

Any other early ideas out there?
Title: Re: Early 7DRL Declaration
Post by: Quendus on January 26, 2013, 11:56:26 AM
Considering a 7DRL in which the @ has randomised aptitudes for the different skills (melee, ranged, magic, etc.), which are hidden. The challenge would be in deducing which skills the character is most/least capable of learning, and then playing to the character's strengths.

A bit like taking random skills in Dredmor but not finding out what they are until halfway through the game.
Title: Re: Early 7DRL Declaration
Post by: guest509 on January 26, 2013, 02:20:28 PM
  Sounds very complex.
Title: Re: Early 7DRL Declaration
Post by: mughinn on January 26, 2013, 02:39:41 PM
I don't know if complex, but it involves a new layer of extra thinking that you may not want (or maybe you meant developing complexity?). It also doesn't let you do what you want, which i personally don't like.

Seems like a nice idea, hoping to play it
Title: Re: Early 7DRL Declaration
Post by: Quendus on January 26, 2013, 06:01:16 PM
Depending on implementation it could be a lot less complex than my 7DRL from last year - I'd probably aim for a CQ-like level of simplicity, with this meta-class system being the experimental twist that gives the game its character.

7DRLC seems the right place to try that kind of crazy idea, especially since the average 7DRL gives exactly one class to play with. Every RL that I've enjoyed forces the player to adapt their tactics to the resources the game gives them; I don't see any problem doing this with classes rather than equipment availability...
Title: Re: Early 7DRL Declaration
Post by: Darren Grey on January 26, 2013, 11:10:15 PM
Cool idea :-)

My vague idea is a game where the terrain reacts to your every move, with different move chains having wide patterned effects. I'd like to incorporate some musical effects, but that may be too ambitious.
Title: Re: Early 7DRL Declaration
Post by: jasonpickering on January 26, 2013, 11:20:35 PM
Had an idea, don't know how it will work, but the premise is you are telling a story in a bar and want to impress everyone. It plays with the oft neglected message log. The player will have a fib button before they start a fight. Each time you hit it the fight gets harder

"So there I was facing two goblins"
"No , it was 5 goblins"
"No, 5 goblins and a dragon"
"And I only had a stick"
Title: Re: Early 7DRL Declaration
Post by: guest509 on January 27, 2013, 04:26:47 AM
  That's funny. BardRL.
Title: Re: Early 7DRL Declaration
Post by: AlchemyTwo on January 27, 2013, 05:19:06 PM
First time poster. Thought I'd throw my hat into the ring, as I've been meaning to do this for a while...

I'm not a very strong programmer and I'm working on learning Lua and Löve2D right now to realise my ideas. I'm tentatively thinking of a game in which you play a "heroic guitarist" (hmm... that might be a risky name...), cranking out power chords and fusion licks to defeat your enemies. I want to make something colourful with plenty of music and silly fun. My primary goal is just to improve my programming though.

Thinking of skill trees based on your style of music. Metal will contain damaging attacks for instance, (head banger, mosh pit, riff of doom) where as jazz will be more of a crowd control line (confusing improvisation, mellow chord)...

Maybe a final boss battle against a drummer...


Should at least provide an interesting for setting for something which will probably be fairly run of the mill otherwise.



Had an idea, don't know how it will work, but the premise is you are telling a story in a bar and want to impress everyone. It plays with the oft neglected message log. The player will have a fib button before they start a fight. Each time you hit it the fight gets harder

"So there I was facing two goblins"
"No , it was 5 goblins"
"No, 5 goblins and a dragon"
"And I only had a stick"



Great idea! That would work fantastically well with some kind of gambling mechanic. The more you fib, the bigger the stakes if you win. You could bet with "reputation points" or something...

Title: Re: Early 7DRL Declaration
Post by: Paul Jeffries on January 28, 2013, 12:40:59 AM
I might see if I can find time to give this a go this year.

Current plan is for a game with a combat system based around dice, a little like the Heroquest or Blood Bowl systems (and probably a few more).  The basic idea is that each weapon has its own particular die covered in symbols that denote different effects.  So a sword might have one cutting attack side, one stabbing attack, one block (cancels out the opponent's attack) and three misses, while a shield would have two blocks, a bashing attack and three misses (for example).  When you bump an enemy, you get to roll a bunch of dice based on what you have equipped and your skills and then choose the result of one of them as your action that turn.  You also have a finite stock of re-rolls.

So far so might-as-well-be-a-boardgame.  But: the advantage of using virtual dice rather than real ones is that you can mess around with them easily.  So, there will be ways to alter what is on each die.  You might add a fire enchantment to a sword, which will switch one of the faces - at random - with a flame attack.  You also have an additional 'skill' die that gets rolled during combat which starts off blank but to which you can add new special abilities as you level up.

I guess the main aims are:
- Make melee combat actually interesting
- Expose the randomness of the game to the player in a way that seems fair(ish - it's still a gamble but at least you know the odds).
- Have a slightly more interesting progression mechanic than just 'number goes up'.

Of course I may change my mind completely before then and I may not have time to compete at all... we will see!
Title: Re: Early 7DRL Declaration
Post by: guest509 on January 28, 2013, 09:59:04 AM
  I like both of these a lot.

  GuitaRL sounds need. Did you ever play the Michael Jackson game on the Genesis?

  The dice idea sounds good too. Really good. Don't think I've played anything like that.
Title: Re: Early 7DRL Declaration
Post by: AgingMinotaur on January 28, 2013, 12:06:34 PM
Neat ideas all around. While I strongly doubt I'll find time to join, I have been kicking around an idea for a while, similar to what Paul proposes, but drawing your actions from a virtual deck of cards rather than rolling dice. If I do make it, I'll probably opt for a western themed game, just because they're few and far between1.

As always,
Minotauros

1 The only Western RL I have encountered is Abura Tan. Any others? I'm no fan of westerns, but I'm sure I could make the theme palatable by throwing in a few randomly generated species and taking a cue from stuff like Burroughs' Red Night Trilogy (http://en.wikipedia.org/wiki/The_Place_of_Dead_Roads) (with ascii mechanics for lynch victims to ejaculate magical sperm as their necks snap ;D).
Title: Re: Early 7DRL Declaration
Post by: AlchemyTwo on January 28, 2013, 04:32:14 PM
I'm not sure it would quite class as a roguelike, but Cryptic Comet made a western themed, turn-based strategy game based on a virtual deck of cards.

I haven't played Six Gun Saga, but it sounds like it draws on similar inspirations.

http://www.crypticcomet.com/games/SGS/Six_Gun_Saga.html (http://www.crypticcomet.com/games/SGS/Six_Gun_Saga.html)
Title: Re: Early 7DRL Declaration
Post by: AgingMinotaur on January 28, 2013, 07:12:24 PM
Thanks for the link. That does look quite interesting, just in and of itself.

As always,
Minotauros
Title: Re: Early 7DRL Declaration
Post by: Paul Jeffries on January 28, 2013, 07:38:54 PM
I played the demo of Six-gun Saga, but I didn't really get all that into it.  From what I played of it though it didn't seem to have all that many roguelike elements - it's more an abstracted strategy/management game where you're competing with other players to build a gang of characters and perform certain actions (robbing banks, holding up stagecoaches etc.)

I'm not familiar with any other western RL's, although I do vaguely remember somebody (maybe Jeff Lait?) at some point talking about a western-fantasy-themed game with Orcs in ten-gallon hats.  Not sure if that was an existing game or an idea for a game or just a joke, though.
Title: Re: Early 7DRL Declaration
Post by: guest509 on January 29, 2013, 12:04:54 AM
  I like the idea of having a deck of cards, each card being a possible action. Rest to draw more cards, but risk being left behind score wise by other players who are pushing on into the frontier finding more loot and killing more monsters.
Title: Re: Early 7DRL Declaration
Post by: jlund3 on January 30, 2013, 04:35:29 PM
I've been toying around with the idea of using the concept of weeping angels from doctor who for a 7DRL. Players and angels would have directional field of view, similar to the heroes in Darren Grey's Gruesome. If an angel is in anyone's line of sight (including other angels), it cannot move. Otherwise, it can move very quickly (2 or 3 tiles per turn). In order to aid the player, the maps will have mirrors (perhaps even mirrors who's orientation can be adjusted). Note that the field of view will have to be a simplified 2D ray tracing algorithm to accommodate the mirrors. Given time (in other words, probably not), you could add in more tactical depth by allowing the player to sprint for short distances, or allowing angels to close their eyes (no cheating AI though).
Title: Re: Early 7DRL Declaration
Post by: Darren Grey on January 30, 2013, 04:43:02 PM
That sounds cool.  Mirrors were one thing I wanted to add to Gruesome at some point.  However it seemed like a lot of work to code, and it's not clear how much it would help or hinder gameplay.
Title: Re: Early 7DRL Declaration
Post by: TSMI on January 31, 2013, 09:12:52 AM
I am going to start one tonight at midnight (1st of february).

It will be called "Wildehond". It will be written in Scala, using SquidLib is a library.

A few people in #rgrd have suggested I need to do a 7DRL to focus on quick and dirty results. Also going to take the chance to try a more component based approach.

This idea will likely fail, in which case I will attempt another 7DRL when the rest of you do, with this fool notion of components purged from my head :)
Title: Re: Early 7DRL Declaration
Post by: Quendus on January 31, 2013, 07:46:49 PM
It's possible (not certain either way) that I'll be exceedingly busy during 7DRL week. In which case it might be a good idea, provided I get Surrounded (graphical, moddable rewrite of Encircled) working in time, to just write a quick mod for Surrounded. With any luck, Surrounded will be sufficiently flexible that it's actually possible to implement the idea I posted last page. We'll see.
Title: Re: Early 7DRL Declaration
Post by: guest509 on January 31, 2013, 09:27:19 PM
  That's a good idea Timsy. I think that's really the function of the 7DRL challenge for most of us, to just get something done. I've started and failed on way too many projects. I have tons of talkies/vaporware in my stable. But I've successfully slapped together a 7DRL now for 3 years running, and this year I'll probably be done in about 3-4 days. I think I've only put out one thing, besides a dungeon digger example, outside of the 7DRL. And that was an update to a card game I'd made during a previous 7DRL.  :-\
Title: Re: Early 7DRL Declaration
Post by: Omnomnom on February 02, 2013, 01:30:48 AM
I've been toying around with the idea of using the concept of weeping angels from doctor who for a 7DRL. Players and angels would have directional field of view, similar to the heroes in Darren Grey's Gruesome. If an angel is in anyone's line of sight (including other angels), it cannot move. Otherwise, it can move very quickly (2 or 3 tiles per turn). In order to aid the player, the maps will have mirrors (perhaps even mirrors who's orientation can be adjusted). Note that the field of view will have to be a simplified 2D ray tracing algorithm to accommodate the mirrors. Given time (in other words, probably not), you could add in more tactical depth by allowing the player to sprint for short distances, or allowing angels to close their eyes (no cheating AI though).

Sounds like SCP-173 (http://www.scp-wiki.net/scp-173 (http://www.scp-wiki.net/scp-173)). (as a reference this is cooler than Doctor Who, plus I think they came up with the idea first before Dr Who)



Title: Re: Early 7DRL Declaration
Post by: Omnomnom on February 02, 2013, 01:45:40 AM
I think I'll make an experimental 7DRL that has a portal gun and see what that plays like. Experimental in the sense that the gameplay might turn out to be very boring.
Title: Re: Early 7DRL Declaration
Post by: Darren Grey on February 02, 2013, 04:19:14 AM
Check out Jeff Lait's Vicious Orcs some time then, and Jacob's Matrix. And I think someone made a PortalRL. Might help with idea.
Title: Re: Early 7DRL Declaration
Post by: Quendus on February 02, 2013, 11:55:46 AM
Sounds like SCP-173 (http://www.scp-wiki.net/scp-173 (http://www.scp-wiki.net/scp-173)). (as a reference this is cooler than Doctor Who, plus I think they came up with the idea first before Dr Who)

Sorry, mate. SCP-173 was (according to http://scp-wiki.wikidot.com/faq ) written in 2007 and posted on the wiki in 2008. Blink was filmed in 2006 and aired in 2007 ( http://www.bbc.co.uk/wales/arts/sites/doctor-who-wales/alllocations/cardiff-coal-exchange-mount-stuart-square ). SCP's cool and all, but... ;)
Title: Re: Early 7DRL Declaration
Post by: Omnomnom on February 02, 2013, 11:59:15 PM
I stand corrected
Title: Re: Early 7DRL Declaration
Post by: Nymphaea on February 05, 2013, 04:10:42 PM
Seeing as how others have been adding their ideas, why not, I'll jump in.

Right now, my idea is a game based on some kind of tunneling species, most of the monsters in the game will be the same species as the player. Have been going between the easy way out (dwarves) or something alien. Still not sure.

Basic story will be that the colony you live in is heavily corrupt, and a low class ____ such as yourself is basically a slave for digging new tunnels. One day you are found goofing off with friends, and as punishment your friends are killed in front of you and you're exiled to the surface. The surface isn't safe, so you quickly tunnel back down with a plan to get revenge.

The game will be very classic, with most the major roguelike features. I may end up using an 8x8 tileset instead of pure ASCII, but we'll see. The main unique feature will be a simple crafting system, similar to the old "Survival Kids" game for gameboy. You can try mixing multiple items, if you're successful, you have a new item, if not, the game just says you couldn't figure out what to do. The weapons and armor will be very primitive, such as a rock attached to a stick for a hammer, a sharp rock on a long stick for a spear, etc.

Will be my first time developing under a time constraint, so we'll see how I do :P Until then, I'll be studying and working on another simple roguelike, hopefully that will be done before the 7DRL
Title: Re: Early 7DRL Declaration
Post by: guest509 on February 10, 2013, 09:17:45 PM
So I've changed my mind about what to make. Going for a more straight RPG with classic roguelike mechanics. No hybrid this year it seems. I don't know where to announce, having spotty internet connectivity. On the googlegroup? Here?

Anyway, count me in as Joseph Bradshaw - Game To Be Named Later.
Title: Re: Early 7DRL Declaration
Post by: george on February 11, 2013, 02:10:51 AM
I have an idea, not sure if I can pull it off, but 7DRL week seems like a good time to try. For a long time I've been wanting to make a RL that uses keyboard gestures rather than single-key commands. Sort of like chorded commands I guess but less about the specific key combination.

Though a keyboard may very well not be the best input device for that sort of thing....
Title: Re: Early 7DRL Declaration
Post by: Darren Grey on February 11, 2013, 04:48:19 AM
The T-Engine supports mouse gestures, if that's of interest to you.
Title: Re: Early 7DRL Declaration
Post by: george on February 11, 2013, 06:16:30 AM
You know, it would be pretty hilarious if someone made a mouse or touch gesture RL, but with like 72 gestures you had to learn.
Title: Re: Early 7DRL Declaration
Post by: Quendus on February 27, 2013, 05:34:51 PM
OK, I decided my previous idea was boring and I'll do a time travel roguelike instead. We do need a proper time travel roguelike.
Title: Re: Early 7DRL Declaration
Post by: Darren Grey on February 27, 2013, 07:28:34 PM
ToME4 has some proper time travel, but it would be great to see a roguelike dedicated to this.
Title: Re: Early 7DRL Declaration
Post by: kipar on February 28, 2013, 08:52:34 AM
I think i'll try to make an 7DRL about Spy\Saboteur in hostile city.
I'll stole idea and look of houses generation from Cataclysm, but with civilians and police living in a city.
Player will have to complete different missions, such as lay a bomb in a plant or "assasinate minister". The fun part will be running (and shooting and throatcutting) from overwhelming patrol forces after successful mission. Enemies will not use pathfinding to just go to the player, but instead try to predict where player could go basing on place he was last seen or just check houses\streets for any suspicious citizens.
It seems to be slightly too much for 7 days, so i estimate my chances to successfully complete it as about 30-40%.
Title: Re: Early 7DRL Declaration
Post by: Darren Grey on February 28, 2013, 10:31:39 AM
Could be fun, but I'd recommend limiting it to just one mission, so the game is dedicated to the escape part (the fun part).  If you manage to get that together and polished well you can look into having more variation in starting positions.  Then essentially each new character is a new mission, rather than trying to integrate a whole mission structure into one game.
Title: Re: Early 7DRL Declaration
Post by: kipar on February 28, 2013, 11:11:31 AM
Yes, many random missions in the same city doesn't very differ from many single missions in the newly generated cities.
But if the city will remain the same, it will be possible to add more management, such as using limited number of safehouses to perform maximum number of missions or avoiding enemies that seen you before and know your face.
But i agree, it's better to make at least single mission working and playable.
Title: Re: Early 7DRL Declaration
Post by: JohnK on February 28, 2013, 11:53:22 AM
Going to throw my hat into the ring this year.

Currently the idea is for a space themed roguelike with a focus on tactical positioning. So we're talking limited movement directions, swarms of missiles to evade, maybe gravity effects, a scanning system I invented for a wargame I never finished writing (...as you scan someone, or they scan you, to better resolution they get free movement to represent your previous inaccurately) and anything else I can incorporate in the time.

I had thought about hexes, but maybe I should remove the grid altogether, ending up playing like SteamBirds (but with procedural levels and permadeath). Not sure how roguelike that will end up feeling, but maybe I shouldn't care too much.

No idea about the quest/setting, I'm not really bothered as long as you get to fly around and shoot/evade enemy ships, so something lightweight.
Title: Re: Early 7DRL Declaration
Post by: guest509 on February 28, 2013, 11:15:10 PM
  About trying to adhere the rogue formula. I tend to concentrate on the procedural elements mostly. So that my games are hardly roguelike at all. Since this is the 7DRL , a quick competition, experimentation is tolerated and valued.

  I'm waffling back and forth about what to do, I was going to do a procedural comic action game, but I've since moved and my nieces are no long around. So now I'm thinking of a game in the more classic style.

  But overall I'd say that adherence to the formula is encouraged but experimentation is equally encouraged.
Title: Re: Early 7DRL Declaration
Post by: Perdurabo on March 05, 2013, 07:58:45 PM
Going to take part, going to write an occult-themed roguelike using Libtcod and C++
Title: Re: Early 7DRL Declaration
Post by: guest509 on March 06, 2013, 12:25:43 AM
  I have my design finalized. I'm totally pumped to start but am going to wait for the Saturday kick off.

  I've scrapped the comic action game idea and am going to make Bird of Prey (or Glory of Empire, or KlingonRL). A Klingon space ship game using only arrows and space bar. There will be 2 screens, the sector screen showing systems you can visit, and a screen for each system. The goal is to travel from your Klingon base, through the neutral zone, and scout the federation systems looking for the science station developing the genesis device.

  Steal the device and make it back to your base for the win!

  You will have a cloaking device, and when you attack something you will decloak for 3 turns before it re-engages. You will have limited torpedoes and dilithium. Torps are used once per attack, and fuel is used to travel from system to system. You need to conserve your resources, find good places to refuel, raid outlying systems to draw defenders away from Project Genesis, and finally do a smash and grab and get back home.

  Revolving planets will be added if there's time, but they won't add too much to the cat and mouse 'submarine' game play.

  I could just as easily make this a Sun Crusher sequel, where your goal is to secure the Sun Crusher, but everyone wants to be a Klingon captain. Just admit it!
Title: Re: Early 7DRL Declaration
Post by: Darren Grey on March 06, 2013, 01:35:44 AM
Sounds cool, especially the cloaking mechanics  :)
Title: Re: Early 7DRL Declaration
Post by: guest509 on March 06, 2013, 02:34:17 AM
  Thanks Darren. I think I've finally got an idea I can do justice to in 7 days. My other ideas had totally 14 day minimums.   ;)

  I remember well some of your talks about 1 hit death mechanics. I'll be including that, as attacking from cloak kills just about everything in one hit. But then for 3 turns (or 4 or 5, we'll see how it balances out) you will be vulnerable to any baddies in the area.

  I was thinking of making it a one hit game all around. Like you can one hit guys from cloak, and they can one hit you if you aren't cloaked. We'll see. A third resource can either over complicate or enhance. The 3 resources are dilithium fuel, torpedo ammo and Hull Points.

  One thing I do know is that I'll make the most copious use of bumping.
-Scan and raid a planet for supplies - bump the planet.
-Attack and salvage dilithium/torps/titanim from the wreckage - bump.
-Refuel from a gas giant - bump
-Warp out of system - bump the edge of the screen
-Drop to impulse and explore the system - bump the system in the sector screen
-Refuel/Rearm/Repair from a friendly base - bump
-(time permitted) Trade Warheads for fuel/repair from a neutral base - bump

Ascii only. FTW.
Title: Re: Early 7DRL Declaration
Post by: joeclark77 on March 06, 2013, 04:52:27 AM
If I read the rules correctly, are you allowed to define your own 7-day span as long as it starts within the appointed week?  Or are you limited to only the 7 days beginning midnight saturday?  I am thinking of doing one from monday to monday.  I have an idea for a kind of roguelike puzzle game to test my newbie game programming skills.
Title: Re: Early 7DRL Declaration
Post by: guest509 on March 06, 2013, 05:31:13 AM
  Well Joeclark you can do that, just lie about it and release it Sunday night.  ;)
Title: Re: Early 7DRL Declaration
Post by: Nymphaea on March 06, 2013, 06:35:37 AM
I believe what was said is that so long as you start within 12 hours of the start time, and finish before the 7 day mark, it should be fine. Basically, if it could be that time somewhere in the world :P


And hm, I dropped the old idea, seeing as how it's my first roguelike I want to go simple and stick to the roots, as it were. The game is going to be "Rogue Arena", using mechanics from Rogue, you will be in a colosseum-like arena run by Rodney, fighting waves of enemies for glory. After getting the basic game done(shouldn't take too long since I'm not balancing things myself :P) I will add features, such as pleasing or upsetting the audience to get them to throw money / stones at you, and shops between waves to buy new items and equipment.

The only thing I'm not sure about is the graphics. I'm going with text based graphics, but I'm not sure if I want to go with more classic Rogue style graphics, or make it a bit more modern. Maybe if I have time I'll do both with an options menu or something  ::)
Title: Re: Early 7DRL Declaration
Post by: Darren Grey on March 06, 2013, 09:54:28 AM
You can start any time Saturday or Sunday, and you must finish within a week of your starting point.  The latest you can do is midnight Sunday to midnight Sunday.  If you start after Sunday you must still finish by midnight Sunday.

Nymphaea: "if I have time" hahahahaha!  ;)
Title: Re: Early 7DRL Declaration
Post by: joeclark77 on March 06, 2013, 07:19:34 PM
Really? Because this is what I'm reading in the rules on 7drl.org:
Quote
To par­tic­i­pate, fol­low these sim­ple steps:
 
1) Any time on March 9th to March 17th (as mea­sured in your time
 zone), reg­is­ter on http://​7drl​.roguetem​ple​.com.
2) Write a rogue­like.
3) After 168 hours, if you have com­pleted a playable rogue­like, add your
 down­load link to 7drl​.roguetem​ple​.com!  If not, set your sta­tus
 to failed and we will all com­mis­er­ate and agree that given a few scant
 more hours, it could have been great.
Looks like the deadline is 168 hours after the time you begin, which can be any time during that week.
Title: Re: Early 7DRL Declaration
Post by: Darren Grey on March 06, 2013, 07:22:30 PM
It should say "Any time on March 9th/10th to March 16th/17th".  This has always been the way!
Title: Re: Early 7DRL Declaration
Post by: joeclark77 on March 06, 2013, 08:28:10 PM
Oh, OK, well then I'll take a shot at a 6DRL!
Title: Re: Early 7DRL Declaration
Post by: guest509 on March 07, 2013, 12:13:26 AM
  You can start whenever just get it done by that last Sunday, at midnight. I guess you could technically get 8 days in that time frame, but heck you could start today and just lie if you wanted.

  We use the honor system.
Title: Re: Early 7DRL Declaration
Post by: Darren Grey on March 07, 2013, 12:20:47 AM
You can't get 8 days in, that would be cheating.  You'd have to be a weird insecure loser to cheat at this  :-/
Title: Re: Early 7DRL Declaration
Post by: Paul Jeffries on March 07, 2013, 12:43:50 AM
With only a few days left I'm flip-flopping over what I want to do.  I have my dice-combat idea fairly rigorously planned out now, but perhaps for precisely that reason I'm now lacking any enthusiasm for actually implementing it.  I'm now more drawn towards the idea of a sort of pseudo-3D Dungeon-Master-style first person roguelike, although I don't know if I could actually implement that in only 7 days...
Title: Re: Early 7DRL Declaration
Post by: jasonpickering on March 07, 2013, 01:45:13 AM
Paul I am in the exact same boat. Still trying to figure out what to do.
Title: Re: Early 7DRL Declaration
Post by: guest509 on March 07, 2013, 01:46:06 AM
  Waffling is part of the process. Pick something you have a solid chance at completing.
Title: Re: Early 7DRL Declaration
Post by: jasonpickering on March 07, 2013, 02:08:16 AM
yeah that's my problem I make games that are way to large. I was throwing around the idea of you playing as a monster in a RL. Just cause I think it might be fun to have the player be a gelatinous cube. You just wander this dungeon eating everything in your path.
Title: Re: Early 7DRL Declaration
Post by: guest509 on March 07, 2013, 03:05:24 AM
  I had a similar idea, called it A Slime Draws Near. You eat different stuff and it acts as temporary buffs, ammo, etc...like if you eat a person you get more 'slime'(food) so can live longer, eat an item like a sword and you get tougher for awhile. You are pretty much immune to all but fire, so it's mostly a resource management game.

  But most RL's are like that anyway, in a way.
Title: Re: Early 7DRL Declaration
Post by: jasonpickering on March 07, 2013, 11:25:49 PM
so I figured out what I am doing, but the combat might be a little more JRPG then standard Roguelike. as I am thinking of doing room based combat instead of tile based. so that might be a bit odd. but i think everything else is going good.
Title: Re: Early 7DRL Declaration
Post by: Nymphaea on March 08, 2013, 12:15:48 AM
Well it's a roguelike, doesn't have to be a cookie cutter copy :P

For people who haven't noticed(It's on the roguetemple homepage :P) but 7DRL's registration is open :)

http://7drl.roguetemple.com/
Title: Re: Early 7DRL Declaration
Post by: AgingMinotaur on March 08, 2013, 08:57:33 AM
Today, I'm gonna crash and burn trying to meet two deadlines, which will spill over into next week. Insha'Allah, I'll be done with them by Wednesday, as my mother arrives to visit her grandkids (and their father), staying until Sunday. Not an auspicious week for a 7drl, but I may at least register a doomed-to-fail project just for the sake of statistics :P

As always,
Minotauros
Title: Re: Early 7DRL Declaration
Post by: guest509 on March 09, 2013, 03:44:43 AM
  Do you it man! You might have an evening to put something simple together.