Temple of The Roguelike Forums

Game Discussion => 7DRLs => Topic started by: guest509 on February 06, 2014, 05:05:12 AM

Title: 7DRL 2014 Hype it UP!
Post by: guest509 on February 06, 2014, 05:05:12 AM
It begins March 8. So pumped.

My main goal this time is to make a game my friends will play. So I'll focus some time on graphics/sound and UI. I'll be reusing a lot of old code to make this possible.

Any other plans or goals? Anyone else pumped?
Title: Re: 7DRL 2014 Hype it UP!
Post by: Trystan on February 06, 2014, 05:31:56 AM
Oh man! I'm pumped too! The 7DRLC is one of my favorite weeks of the year. I'm currently glancing through all my random ideas and trying to make something of it. My two main ideas right now are: using one resource for spell casting, leveling, and special abilities; and hiring a small party of adventurers who travel with you. Who knows what it will be in two months though.

Jo, your friends didn't play your 2013 entry? It seemed pretty accessible and fun to me.
Title: Re: 7DRL 2014 Hype it UP!
Post by: guest509 on February 06, 2014, 06:38:43 AM
I thought so too. But text is just not going to cut it.

So I'm going graphical this time. Some simple mechanics. I have 2 ideas, both wildly different. We'll see how it goes. I'm either going to rip off Solomon's Key or Berzerk. :-)
Title: Re: 7DRL 2014 Hype it UP!
Post by: Slash on February 06, 2014, 01:37:43 PM
Planning to go full ASCII + JS this year
Title: Re: 7DRL 2014 Hype it UP!
Post by: Quendus on February 06, 2014, 02:41:06 PM
There's a ton of stuff in the ideas file, but I might do a game where dungeon conservationists are trying to save the monster population from the effects of too many adventurers.

They tell you how many monsters you're allowed to kill, and it's not enough to keep up with the dungeon's power curve. If you get caught exceeding the quota, they start attacking you.
Title: Re: 7DRL 2014 Hype it UP!
Post by: guest509 on February 06, 2014, 06:01:48 PM
Damn game wardens messing up my dreams of genocide!
Title: Re: 7DRL 2014 Hype it UP!
Post by: miki151 on February 07, 2014, 10:00:24 AM
There's a ton of stuff in the ideas file, but I might do a game where dungeon conservationists are trying to save the monster population from the effects of too many adventurers.
You made my day  ;D
Title: Re: 7DRL 2014 Hype it UP!
Post by: Rickton on February 07, 2014, 03:50:42 PM
There's a ton of stuff in the ideas file, but I might do a game where dungeon conservationists are trying to save the monster population from the effects of too many adventurers.

They tell you how many monsters you're allowed to kill, and it's not enough to keep up with the dungeon's power curve. If you get caught exceeding the quota, they start attacking you.
That sounds like it could be fun. An interesting twist on the usual "kill everything" mindset of roguelikes.

As for me, I've got plenty of ideas, but I'm working two jobs right now, one morning, one night, so I don't know if I'll have enough time to work on something that week. I'll have to see how my schedule actually comes out that week.
Title: Re: 7DRL 2014 Hype it UP!
Post by: ekolis on February 08, 2014, 12:09:44 AM
I'm tempted to try and make a Unity roguelike, just so I can do something for both PC and Android. (Hey, I got a new Android tablet recently!) But I'll probably not get anything done, seeing as I've never used Unity before, and I have no idea what I want to do in terms of theme or mechanics... :(
Title: Re: 7DRL 2014 Hype it UP!
Post by: Darren Grey on February 08, 2014, 08:05:53 PM
I plan on making something with dungeon made as you explore and some different movement based on terrain. Also attacks that change based on which direction you attack in. And enemies don't attack, you only die if they surround you. Will be hacking/virus themed, with hex grids.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Krice on February 08, 2014, 10:19:26 PM
I have an idea that could be small enough to make in 7 days. I think it's something I haven't seen that often in roguelikes (if ever), but then again I really don't spend my time playing every 7DRL.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Krice on February 10, 2014, 10:33:59 AM
What does the rules say about graphics? Can you draw them before the contest?
Title: Re: 7DRL 2014 Hype it UP!
Post by: Darren Grey on February 10, 2014, 01:48:23 PM
Anything is fine as long as you declare it.

I would say that drawing a tileset specifically for the game in advance seems a little out of form. Making a generic tileset or using an existing generic tileset are both perfectly fine. Nothing is specifically barred though - do what you want as long as you're honest about it.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Krice on February 10, 2014, 02:47:56 PM
Making a generic tileset or using an existing generic tileset are both perfectly fine.

Generic fuck you.
Title: Re: 7DRL 2014 Hype it UP!
Post by: guest509 on February 10, 2014, 10:14:53 PM
Making a generic tileset or using an existing generic tileset are both perfectly fine.

Generic fuck you.

That's the spirit!
Title: Re: 7DRL 2014 Hype it UP!
Post by: Krice on February 12, 2014, 12:51:21 PM
How is it possible that generic tileset is better. It requires much less work and I can't see the logic in how creating a custom tileset for the game (before the contest week) is somehow more against the rules. Not to say that I actually care about the rules.

I was also thinking this could be good opportunity to create SDL 2.0 framework, but I don't know.. does 2.0 offer anything better than 1.2 in roguelike context? Maybe I'll stick to 1.2 for now.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Quendus on February 12, 2014, 01:24:11 PM
The point of the 7 day roguelike challenge is that the work of making a game is finished in 7 days. Most people wouldn't count programming a compiler, a standard library, a game library, or drawing a generic tileset as part of the work of making a specific game.
But if you make a game about ninja pirate zombie robots and using a ninja pirate zombie robot tileset that no-one ever uses for another game, that probably counts as part of the work that made the NPZR game. So if you made the NPZR tileset before the challenge, it wouldn't be unreasonable to say that's not in the spirit of the competition.

We're lucky that there are no cash prizes or world-wide fame at stake, otherwise people would actually care about it!
Title: Re: 7DRL 2014 Hype it UP!
Post by: Z on February 12, 2014, 02:14:47 PM
As Darren said, you can use whatever you want, as long as you declare it. If Krice feels that using graphics made before the challenge is okay, then it is okay, and he can declare a success if he feels he was successful. I think the original rules of 7DRL would actually allow me to work on my Vapors of Insanity during 7 days, release the result as my 7DRL entry, and have it rated in the reviews. Although for some reason it seems that nobody ever did anything like this, as far as I know.

But the best 7DRL is not the same as the best roguelike created during the 7DRL challenge. Suppose that Crogue and Drogue have been created during the 7DRL challenge. Crogue is beautiful and Drogue is ugly, and other than that, they are similar, so Crogue is a better roguelike. However, Drogue's graphics were created during the 7 days, while Crogue's graphics have been created before. Therefore, Drogue is more impressive than Crogue as a 7DRL.

The problem here is that, to make an innovative 7DRL, innovation is probably the hardest part, and it is typically done before the challenge. Having ideas, discussing them on fora, writing design documents, or thinking about the balance, all of this is serious work. For some reason it seems that people don't count it into seven days.

Maybe we should think about the 7DRL review system. Should features made before or after the challenge be scored? I am for YES. I think the purpose of the reviews is to (a) have every entry played by at least two people, (b) provide clues to the players which of the hundreds of games are worth to try, (c) tell who was successful. Both (a) and (b) are arguments for YES, (c) is for NO, but (c) also goes against the original spirit of the challenge, which said that success or failure is decided by the challengers themselves. Although I think it would be okay if the Committee can declare that a game is a failure (either because of quality, or because of being only a tiny change on pre-existing content) even if the challenger declared it a success.

From the last years' experience, the delay between the challenge and the publishing of reviews was also a big problem. Maybe we should change the rules that you need to review at least 4 other random entries to consider yours a full success? Or something like that.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Quendus on February 12, 2014, 03:09:14 PM
I'd agree with most of that. The values embodied by the challenge have some contradictions which make cases like this difficult to answer, but its informal nature means that resolving them isn't crucial.

From the last years' experience, the delay between the challenge and the publishing of reviews was also a big problem. Maybe we should change the rules that you need to review at least 4 other random entries to consider yours a full success? Or something like that.

I wouldn't recommend switching to a Ludum Dare style rating system. In the 7DRTS mini-LD, the set of reviewers is the same as the set of developers, and they choose which games to review. Games are not "suggested" for review unless their developer reviews several games. So developers who want to take a break after a game jam don't get any feedback on their hard work. This could be a nasty surprise for someone new to the challenge who expects to spend only 7 days. Reviews are a list of numbers and an optional comment. Most reviews are quite generic, very few are thoughtful or deep, and barely any contain useful feedback for the developer. These problems may be less pronounced in a 48-hour LD, but I don't think anyone would accept replacing the 7DRL challenge with a 2DRL challenge.

I think this happens because text feedback is optional, the feedback interface is presented like a blog comment system, there's nothing asking for feedback on specific aspects of the game, and many of the reviewers signed up to make a game rather than to type meaningful feedback.

The current model puts a lot of work on the shoulders of those who sign up to produce reviews, and as the 7DRL challenge grows it may turn out to be unsustainable. Still, I think replacing it with an open review model, especially an enforced one, would deprive a lot of participants of constructive feedback on their entries.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Krice on February 12, 2014, 03:22:26 PM
The point of the 7 day roguelike challenge is that the work of making a game is finished in 7 days.

That's not reality in most cases. And I still don't see the logic in using "generic" tileset is ok. In that case also it takes away the work of creating tiles which makes the game work in the first place (when you need tiles and ascii is not an option).

I'm starting to think that I should make this game outside 7DRL crap.
Title: Re: 7DRL 2014 Hype it UP!
Post by: mushroom patch on February 12, 2014, 07:56:23 PM
Huh, it would seem pretty obvious to me that original content for a 7DRL would have to be created during the 7DRL period. What seems somewhat surprising to me is that it appears to be okay to base a 7DRL on pre-existing code for other games, assuming a sufficiently different outcome is achieved. So, e.g., an angband variant could qualify if it's sufficiently different from angband. (Like if Sil had been derived from angband in only 7 days, it would qualify.)

Is it permissible to provide the finished product only by public telnet or similar? It seems to me that it would be much easier to produce an interesting product if no thought needs to be given to packaging it for use on users' systems.
Title: Re: 7DRL 2014 Hype it UP!
Post by: ekolis on February 12, 2014, 11:13:16 PM
Is it permissible to provide the finished product only by public telnet or similar? It seems to me that it would be much easier to produce an interesting product if no thought needs to be given to packaging it for use on users' systems.

Some of last year's successful 7DRLs, such as Pugnacious Wizards, were web-based games. I don't see why telnet would be considered any less acceptable a delivery mechanism.
Title: Re: 7DRL 2014 Hype it UP!
Post by: mushroom patch on February 13, 2014, 01:40:28 AM
Yeah, good point. I hadn't thought of that until after I had posted and looked at some old entries.
Title: Re: 7DRL 2014 Hype it UP!
Post by: guest509 on February 13, 2014, 10:29:41 AM
Mushroom the 7DRL is pretty wild west. It doesn't even have to be an RL, and you are free to lie to your heart's content about what when you created what you created. There's really no incentive to lie though, you don't really in anything and we don't penalize people for reusing old code.

This year I'm going to be using the engine I built up last year, and an idea and graphics I've been poking about with since last year as well. No biggie.

I'd love to see the Han Yolo guys take their engine from last year and make a deeper game.
Title: Re: 7DRL 2014 Hype it UP!
Post by: ekolis on February 13, 2014, 07:05:13 PM
So last night I was dreaming about various ideas to use for a 7DRL, because I STILL don't have something I want to use yet! One was a party-based roguelike that I soon realized was basically the same thing as my entry from last year (TriQuest) only without the tactical placement of characters within a tile. That sort of morphed into a Star Trek roguelike inspired by "Star Trek: 25th Anniversary" in which you would control Captain Kirk (a yellow @) leading an away mission with two other characters (Spock and a redshirt, maybe? I remember it was a blue @ and a red @), and the NPC's would be controlled by their own AI, but you could issue orders using a text-adventure style interface. So you'd hit "t" to "talk" to your party, and then you'd type something like "spock scan the mechanism" or "redshirt phaser the klingon". It seemed pretty cool at first, but then I realized text adventures and roguelikes don't mix all that well - pausing to type commands just destroys the flow of the game! :(
Title: Re: 7DRL 2014 Hype it UP!
Post by: chooseusername on February 13, 2014, 07:45:43 PM
It seemed pretty cool at first, but then I realized text adventures and roguelikes don't mix all that well - pausing to type commands just destroys the flow of the game! :(
If the game is turn based, whether orders are given to team members via menus or command line, is just different levels of abstraction.  If I were prototyping something up, I could likely see myself starting with the command line and adding the menu replacement UI when I got the time.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Rickton on February 13, 2014, 10:00:25 PM
It seemed pretty cool at first, but then I realized text adventures and roguelikes don't mix all that well - pausing to type commands just destroys the flow of the game! :(
Not necessarily, as long as the NPCs are intelligent enough that you don't need to constantly micromanage them.
Pausing in the middle of battle to give specific orders, yeah, that'd get annoying, but stopping outside a new room to order the redshirt to go check it out ahead of you? Or going in yourself and asking the others to follow you at a distance? That sort of thing seems like it could work.
I'd imagine the bigger issue would be making sure the parser is robust enough to understand what the player is saying the majority of the time.
Title: Re: 7DRL 2014 Hype it UP!
Post by: mushroom patch on February 15, 2014, 12:50:10 AM
I've given a certain amount of thought to these kinds of multi-actor mechanics. In my opinion the way to do this is to provide the player with a policy-based NPC/retainer/pet control interface providing triggers for key actions, e.g. retreat or healing, general tactics that may be tailored to specific situations with a considerable granularity available if the player wants it, travelling and battle formations, etc. Policy changes would cost in-game time and require communication, so there would be situations where you can't back out of the decisions you've set for what to do.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Trystan on February 15, 2014, 01:30:27 AM
you would control Captain Kirk (a yellow @) leading an away mission with two other characters (Spock and a redshirt, maybe? I remember it was a blue @ and a red @)

Awesome. I would play that.

...the NPC's would be controlled by their own AI ...

I've been thinking of how to do a party-based roguelike too and I really like the idea of slightly different ai for each person. My current idea is that instead of issuing commands, you have a roster of adventurers to chose from and each has their own personality. So not only do you choose between warriors, archers, wizards, etc, but you have to choose between people who are reckless, cautious, compassionate, anxious, diligent, etc. You don't control other's actions but you decide which 5 or 6 people are in your group.
Title: Re: 7DRL 2014 Hype it UP!
Post by: guest509 on February 15, 2014, 06:49:05 AM
So last night I was dreaming about various ideas to use for a 7DRL, because I STILL don't have something I want to use yet! One was a party-based roguelike that I soon realized was basically the same thing as my entry from last year (TriQuest) only without the tactical placement of characters within a tile. That sort of morphed into a Star Trek roguelike inspired by "Star Trek: 25th Anniversary" in which you would control Captain Kirk (a yellow @) leading an away mission with two other characters (Spock and a redshirt, maybe? I remember it was a blue @ and a red @), and the NPC's would be controlled by their own AI, but you could issue orders using a text-adventure style interface. So you'd hit "t" to "talk" to your party, and then you'd type something like "spock scan the mechanism" or "redshirt phaser the klingon". It seemed pretty cool at first, but then I realized text adventures and roguelikes don't mix all that well - pausing to type commands just destroys the flow of the game! :(

Lol Eko I rally like this. I've done Startrek games for two years in a row. It's great. Sun Crusher!!! and Klingon were a real kick in the pants. Yellow, Red and Blue Kirk, Spock, McCoy would be awesome. Kirk would shoot good, Spock would figure traps and stuff well and McCoy could heal. Diggity.
Title: Re: 7DRL 2014 Hype it UP!
Post by: guest509 on February 15, 2014, 06:53:14 AM
Last year the delay in posting reviews was pretty bad. We tried to get 3 review for every game, and there were just too many. I reviewed my butt off and it just wasn't enough.

Maybe there will be fewer entries this year, or maybe if you want your game reviewed you have to commit to being a reviewer?

I dunno. We have to get those reviews up by the end of March though and just be done with it.

I will commit right now to doing 30 reviews by the end of March. No problem.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Paul Jeffries on February 16, 2014, 11:22:09 PM
That sort of morphed into a Star Trek roguelike inspired by "Star Trek: 25th Anniversary" in which you would control Captain Kirk (a yellow @) leading an away mission with two other characters (Spock and a redshirt, maybe? I remember it was a blue @ and a red @), and the NPC's would be controlled by their own AI, but you could issue orders using a text-adventure style interface. So you'd hit "t" to "talk" to your party, and then you'd type something like "spock scan the mechanism" or "redshirt phaser the klingon".

That game (or to be more exact Judgement Rites, the sequal) was one of my favourite games as a kid and was a big inspiration behind one of my previous games (http://www.vitruality.com/games/as-t-ro/) (although in a slightly different way to what it sounds like you're planning).  One of my possible 7DRL ideas this year is actually also inspired by that game, although more by the starship commandy bits.  I'm thinking of an FTL-like with a similar bridge view to ST:25th Anniversary, but turn based and interacted with by giving commands to your different bridge officers.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Trystan on February 16, 2014, 11:43:22 PM
It looks like "landing party" or other group based roguelikes will be the theme of the year. Very exciting! I can hardly wait to see what different games we come up with.
Title: Re: 7DRL 2014 Hype it UP!
Post by: ekolis on February 17, 2014, 11:22:30 PM
Actually, I think what I'll go with is something kinda like KlingonRL, only set in the universe of the Space Empires 4X games. You'll be the captain of a Terran starship charged with fending off a Jraenar invasion after the Jraenar decimated the rest of the fleet. Instead of bumping to attack enemies, you'll bump to scan them; attacking will be automatic, and different weapons you equip will have different range and damage attributes. You can also bump planets to scan them; planets might turn out to be Jraenar strongholds (which you must eliminate), or allied colonies which give you minerals (which you can use to upgrade your ship). The map will be divided into "room-like" star systems arranged in a gridlike pattern (with some gaps here and there) and connected by "door-like" warp points. Regarding ship upgrades, you'll be able to install weapons, shields, armor, and engines - the more components you install on your ship, the slower it gets, so you need more engines to make it move faster again!
Title: Re: 7DRL 2014 Hype it UP!
Post by: guest509 on February 18, 2014, 01:06:20 AM
That's a good idea. I ended up using some of the graphics and sound from Space Empires 4 in Suncrusher!!!

I think the make of SEIV is making a single ship type of RL right now.

http://malfador.com/

It's called Space Captain. It's for mobile.

EDIT: Though I emailed the malfador guy about lifting some graphics and sound he didn't respond, so my game has pirated resources. Which makes me feel like dog shit.
Title: Re: 7DRL 2014 Hype it UP!
Post by: PTrefall on February 18, 2014, 08:34:28 AM
Mushroom the 7DRL is pretty wild west. It doesn't even have to be an RL, and you are free to lie to your heart's content about what when you created what you created. There's really no incentive to lie though, you don't really in anything and we don't penalize people for reusing old code.

This year I'm going to be using the engine I built up last year, and an idea and graphics I've been poking about with since last year as well. No biggie.

I'd love to see the Han Yolo guys take their engine from last year and make a deeper game.

Hehe, yeah, I'd love to do that too (Han Yolo), but looks like we won't have time this year. I'll still be doing a 7DRL on my own, probably ASCII in Unity3D. I had a plan of doing a hybrid of MUD-style room descriptions and roguelike grids per room with tactical play, but I'm starting to think writing all those room descriptions will be waaaay too much work for seven days, so I might just do a slightly more generic roguelike thing this year.
Title: Re: 7DRL 2014 Hype it UP!
Post by: guest509 on February 18, 2014, 09:02:39 AM
Sounds good. I think my goal this year is to have a really solid engine I can build off of for the future. I have a fairly solid one from last year, but with about 2 day of tweaking it's going to be awesome. Geminosity who did Nya Quest last year (http://7drl.org/author/geminosity/) really gave me some good ideas on how to spiff up my code.

Having a good engine will be great. This coming summer I hope to make a larger game after I take the California bar exam. It will be my treat.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Slash on February 18, 2014, 03:25:14 PM
I have a great idea, but I won't share it because you'd steal it and I'd lose the challenge.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Darren Grey on February 18, 2014, 04:24:20 PM
I have a great idea, but I won't share it because you'd steal it and I'd lose the challenge.

I don't think anyone would ever want to o make a game using someone else's ideas. Ideas are the easy part, after all. But good luck, Slash, and try not to go over the top in scope!
Title: Re: 7DRL 2014 Hype it UP!
Post by: guest509 on February 18, 2014, 04:32:45 PM
I have a great idea, but I won't share it because you'd steal it and I'd lose the challenge.

I don't think anyone would ever want to o make a game using someone else's ideas. Ideas are the easy part, after all. But good luck, Slash, and try not to go over the top in scope!

Lol Darren I think he was joking!
Title: Re: 7DRL 2014 Hype it UP!
Post by: Slash on February 18, 2014, 04:56:19 PM
I have a great idea, but I won't share it because you'd steal it and I'd lose the challenge.

I don't think anyone would ever want to o make a game using someone else's ideas. Ideas are the easy part, after all. But good luck, Slash, and try not to go over the top in scope!

Lol Darren I think he was joking!

After all these year's, I'd expect Darren to get my jokes :'(
Title: Re: 7DRL 2014 Hype it UP!
Post by: BigBadBadger on February 22, 2014, 01:43:09 PM
I wasn't sure if I should give it a shot, but when I found that lidtcod got ported to Ruby I got convinved :) I'm gonna reuse some map generation code (like handling grid, areas, overlaping and conectivity, but not the actual algorithm itself), and maybe some item-related code too, but I hope its fine.
Title: Re: 7DRL 2014 Hype it UP!
Post by: jere on February 22, 2014, 03:18:07 PM
What about music? I thought briefly about learning GarageBand (or something similar); I popped it open and wallowed in despair for about an hour. Using some royalty free music would be a lot more feasible. I know the attitude is generally use whatever you want, but I just wanted to see what people have typically done in the past about the music issue.

By the way, my plan is to make more of a proper RL this year. Something about vampires, killing them with sunlight, turning back and forth between human and vampire, etc. I hope that's enough material to work with.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Quendus on February 22, 2014, 03:53:17 PM
I treat music the same way I treat graphics... optional.

I could record something on the piano, but none of the pieces I know are likely to be thematic for my 7DRL. I'm not much of an improviser.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Eben on February 23, 2014, 11:36:54 AM
What about music? I thought briefly about learning GarageBand (or something similar); I popped it open and wallowed in despair for about an hour. Using some royalty free music would be a lot more feasible. I know the attitude is generally use whatever you want, but I just wanted to see what people have typically done in the past about the music issue.

I've used music from http://roguebard.eptalys.net/ (http://roguebard.eptalys.net/) and other Creative Commons licensed music in a couple of my projects. I find it can add a nice level of immersion, but make sure you let the user turn it off / change volume independently of any other sound fx you might have.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Pickledtezcat on February 27, 2014, 02:54:55 AM
I like the idea of star trek roguelike. If you had kirk, spock and redshirt, redshirt could die and it's no big deal, just beam down another one, but if spock or kirk die it's game over.

Anyway, where can I find the rules? Is there a requirement to make the game playable on any computer? Does it matter if you need to install a different program to get it to work on your system?

I would use Blender Game engine which can run from a stand alone .exe on windows or be run using blender if you don't have windows, or it can run in a web player but you have to install a plug-in.

In my case it would probably be like a 2 day roguelike as I doubt I could spare a whole 7 days of free time as I'm a dad to a two year old boy, however I've got lots of code laying around already that I can port, and some old static or two frame animation graphics I can use.

I think it would be possible to finish the game by the deadline (or at least get it playable).

I'm going to have a team of robots trying to escape from a secret underground governement research facility. You'll start at the bottom of the dungeon and work your way up. Enemies will get progressivly easier but your team will get more and more damaged and lose functionality as you progress. I hope that hasn't been done to death already.
 
Title: Re: 7DRL 2014 Hype it UP!
Post by: guest509 on February 27, 2014, 03:41:21 AM
We don't put a lot of rules out there. Just put something out, that's the key. There are lots of games each year that are hard to run. But if it runs on windows that's the most popular OS. Mine run on windows only.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Trystan on February 27, 2014, 08:31:32 AM
I like the idea of star trek roguelike. If you had kirk, spock and redshirt, redshirt could die and it's no big deal, just beam down another one, but if spock or kirk die it's game over.

Anyway, where can I find the rules? Is there a requirement to make the game playable on any computer? Does it matter if you need to install a different program to get it to work on your system?

I would use Blender Game engine which can run from a stand alone .exe on windows or be run using blender if you don't have windows, or it can run in a web player but you have to install a plug-in.

In my case it would probably be like a 2 day roguelike as I doubt I could spare a whole 7 days of free time as I'm a dad to a two year old boy, however I've got lots of code laying around already that I can port, and some old static or two frame animation graphics I can use.

I think it would be possible to finish the game by the deadline (or at least get it playable).

I'm going to have a team of robots trying to escape from a secret underground governement research facility. You'll start at the bottom of the dungeon and work your way up. Enemies will get progressivly easier but your team will get more and more damaged and lose functionality as you progress. I hope that hasn't been done to death already.

Awesome! There seems to be a lot of team based ideas this year and I look forward to seeing what you make.

Language and external libraries are ok long as your requirements are easy enough to meet. I'd advice that you aim to make it as easy as possible for anyone to run your game. Some hardcore reviewers may ask for help in getting it to run but most people (unless your game is really super #1 awesome) won't spend more than a minute or two getting your game to run.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Pickledtezcat on February 27, 2014, 02:52:24 PM
Well, I've done a lot of testing of Blender to make it run well on any computer. I even has success getting it to run at work on the 10 year old reconditioned windows XP computers we have at school. No dedicated graphics card, just integrated graphics and a CPU which makes my mp3 player look state of teh art.

I can do stand alone versions for linux and mac, but need someone to compile them before distribution using the appropriate computer, maybe I can find someone on blender artists to help out. I've done it in the past, but it meant that the mac version of my game was often several releases behind the Windows one, so I stopped bothering.

Anyway, I'm looking forward to seeing some of the entries and doing some reviews.
Title: Re: 7DRL 2014 Hype it UP!
Post by: guest509 on February 27, 2014, 04:46:14 PM
Well, I've done a lot of testing of Blender to make it run well on any computer. I even has success getting it to run at work on the 10 year old reconditioned windows XP computers we have at school. No dedicated graphics card, just integrated graphics and a CPU which makes my mp3 player look state of teh art.

I can do stand alone versions for linux and mac, but need someone to compile them before distribution using the appropriate computer, maybe I can find someone on blender artists to help out. I've done it in the past, but it meant that the mac version of my game was often several releases behind the Windows one, so I stopped bothering.

Anyway, I'm looking forward to seeing some of the entries and doing some reviews.

Hey I'm reading this forum on a computer at least that old. :-)
Title: Re: 7DRL 2014 Hype it UP!
Post by: Slash on February 27, 2014, 11:49:57 PM
Well, I've done a lot of testing of Blender to make it run well on any computer. I even has success getting it to run at work on the 10 year old reconditioned windows XP computers we have at school. No dedicated graphics card, just integrated graphics and a CPU which makes my mp3 player look state of teh art.

I can do stand alone versions for linux and mac, but need someone to compile them before distribution using the appropriate computer, maybe I can find someone on blender artists to help out. I've done it in the past, but it meant that the mac version of my game was often several releases behind the Windows one, so I stopped bothering.

Anyway, I'm looking forward to seeing some of the entries and doing some reviews.

Hey I'm reading this forum on a computer at least that old. :-)


I want a 486

And I'll learn C, and code a C roguelike.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Quendus on February 28, 2014, 12:04:06 AM
I will play it by telnet

Using my 144 bps modem.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Rickton on February 28, 2014, 04:44:24 AM
OK, getting completely off topic here, but would a dialup modem even WORK in most places anymore? Do phone companies even offer dialup services these days?
Title: Re: 7DRL 2014 Hype it UP!
Post by: ekolis on February 28, 2014, 09:01:59 AM
I will play it by telnet

Using my 144 bps modem.

Whoa, you mean you can transmit MULTIPLE BITS in THE SAME SECOND??? Are you from the future or something:o

 :P
Title: Re: 7DRL 2014 Hype it UP!
Post by: Quendus on February 28, 2014, 11:06:29 AM
Get with the times man, Morse code is so old hat.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Krice on March 01, 2014, 08:42:53 AM
I had another nice idea, but it's also going to be a non-7DRL I guess. It's funny, I had these two great ideas just by trying to think something small enough for 7DRL. I need to stop thinking, because it's accidentally creating better ideas than 99.999% I've seen this far.
Title: Re: 7DRL 2014 Hype it UP!
Post by: ekolis on March 01, 2014, 08:38:00 PM
So is there supposed to be some sort of official signup somewhere for this year's challenge? I liked last year's online registration; are we doing that again?
Title: Re: 7DRL 2014 Hype it UP!
Post by: jere on March 02, 2014, 03:23:29 AM
The 7drl.org website claims it is the same location as last year: http://7drl.roguetemple.com/

The 2013 entries are still shown, so I'm guessing something needs to be updated. I'm sure it'll be ready within the week.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Slash on March 03, 2014, 04:38:20 PM
The submissions system is ready for 2014
Title: Re: 7DRL 2014 Hype it UP!
Post by: Slash on March 03, 2014, 10:12:19 PM
NOTE: Submissions are not yet open, database will be wiped out when the challenge starts (sorry people :))
Title: Re: 7DRL 2014 Hype it UP!
Post by: jere on March 04, 2014, 12:02:14 AM
Blasted! I thought I had secured second in the list.

By the way, the dungeon conservationist game by Quendus sounds amazing. I'm not sure if this is the intent, but it seems like a pretty good replacement for the hunger clock. So many directions it could go: not being able to kill young monsters or monsters that are smaller than a given size (which constantly changes); that could even be combined with some discovery mechanics so you're not even sure sometimes which monsters you can kill safely.... ok, I should stop.
Title: Re: 7DRL 2014 Hype it UP!
Post by: guest509 on March 04, 2014, 03:17:43 AM
I too love the idea.
Title: Re: 7DRL 2014 Hype it UP!
Post by: Hi on March 04, 2014, 04:10:09 AM
I think I shall steal it.
Title: Re: 7DRL 2014 Hype it UP!
Post by: jonbro on March 05, 2014, 10:42:58 AM
Hi! I am new here! My plan for this year WAS to make a good rogue like / puzzly thing, but then I jumped the gun and did a 7daywarmup, and got it pretty much accomplished.

My new plan is to make something that is really out there, and barely follows the rules. I want to make something that uses high res, colorful abstract tiles (a square with a quarter circle inset, a full circle, a single line), naturalistic audio (hopefully field recordings), and tells a story in a series of vignettes. Each scene will be set in a non random level, with randomly placed objects and npcs. I am not sure what the story will be, I was originally leaning towards a heist thing, but now I am thinking that is kinda a cliche. Not sure though.

anyways, looking forward to this!
Title: Re: 7DRL 2014 Hype it UP!
Post by: Paul Jeffries on March 06, 2014, 10:27:49 PM
My computer suffered multiple organ failure and died earlier in the week so I thought I might have to sit this one out, but fotunately through vile necromantic arts I seem to have coaxed it back into terrifying shambling unlife.  It's probably going to conk out on me again halfway through the challenge, but then that's all part of the fun.

I've slightly developed the 'spaceship commander' idea I mentioned above in that it's now going to be called 7DArrrL and be about pirates instead, mainly inspired by Sid Meier's Pirates! (which already has some fairly roguelike aspects anyway).

Of course last year I completely changed my mind about the game I was making two days into the challenge, so nothing is final.