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Topics - purestrain

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7DRLs / [7drl] Fremde Brut [Finished]
« on: March 05, 2017, 05:17:56 PM »
I'm starting a science fiction roguelike, hopefully i can edit the title later on =D

7DRLs / Fehlfunktion [7DRL-2016] [success]
« on: March 10, 2016, 07:50:16 AM »
Well, i forgot to create a topic here. I started on Saturday 16:00 CET. Fehlfunktion will be my usual attempt a create a science fiction roguelike. I made some good progress, and streamed everything i do to (mostly silently). I hope it will become a good video in fast forward.

Today i'll concentrate on level generation and some gameplay elements - in fact i don't have a clear vision about the game.

The game is quite playable and can be found here:


WebGL (with minor graphical glitches)

Probably i will work on other platforms too. I hope you enjoy it and if you have any comments feel free to post it.


« on: March 15, 2015, 05:20:57 PM »

i'm proud to tell you that i've got finished my (not so) roguelike for this years contest. Its actually my first roguelike which can be finished, altough there are lots of missing features. I underestimated everything and played too much on the ps4.

In this game you are a leader of squad bad ass marines trying to complete some mission objectives on a jungle planet. It has some graphics, non grid based movement and is semi realtime (actually realtime, but the game pauses when you don't do anything).

Please take a look and feel free to write some words

Other Announcements / Quality/Stability of "finished" 7 day roguelikes
« on: March 24, 2011, 07:08:53 AM »
Hello there,

is it just my opinion or did the quality/stability of finished roguelikes dramatically drop? I'm currently fighting more problems with compiling/running/debugging then just playing them.

Don't get me wrong; usually its a bit harder to get windows-roguelikes running on linux, but this year with all the unity/xna/c#/ruby/webgl/whatever roguelikes i feel that most people don't care if it is running on at least some other pc with/without bleeding edge versions of software.

Even if my roguelike was not finished i made sure and asked severeal people if its running for them and tweaked the framework until it was.

Off-topic (Locked) / Realtime Roguelike
« on: June 16, 2008, 06:35:42 PM »

I'm currently (several month now) thinking about a realtime roguelike. I can't get enough pro/cons to make a final decision. And almost every week i'm again thinking about it.

Would a realtime roguelike be 'roguesih'?

What mechanics should be used? Mainly turn-based (commands take time, time progess is continous, e.g. 1round/100ms) or almost realtime with non tilebased movement?

Would it be fun? I really like the tense of realtime games but its also hectic and non relaxing.

Should it be chosable? (e.g. player can choose a mode which stops the game logic after the players action is over, or just keep it continous running).

How about multiplayer? I thought about a 30 minutes roguelike which _could_ be played in multiplayer, but only cooperative as a party.

What about controls? Realtime would force the players to use a mouse.

What about the target audience? Roguelike scene is very small, it would even be more smaller if it is a realtime rogue....

thoughts about thoughts, and i never come to a good conclusion.

Programming / SomethingWithZombies - 7DRL Progress
« on: March 11, 2008, 11:45:58 AM »
First: I like the title "SomethingWithZombies" and will stay for it until 7DRL ending  ;D Here comes a small progress update:

As i wrote on my blog (, monsters can now move,doors are working, combat system and map generation is basically ready.

For the end of the period i have to implement a better field-of-view method and make lots of usability changes. But i think i'll get a game working :-)

Sorry, seems like the wrong forum.

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