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Messages - Naburimannu

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7DRLs / Re: Rogue Identity [7DRL-2016]
« on: March 17, 2016, 02:15:56 PM »
Nope, the 168 hours (7 days) is time from start to deadline, including sleeping. There's just a couple of days of flexibility in when you start/end to adapt to peoples' individual schedules.

7DRLs / Re: Beyaz Dağ (7DRL 2016) SUCCESS
« on: March 14, 2016, 01:01:46 AM »
Declaring success - can be downloaded for Windows from

7DRLs / Re: Beyaz Dağ (7DRL 2016)
« on: March 12, 2016, 04:22:13 PM »
Ready for the endgame?

Wounds: 8
Exhaustion: 18
Elevation: 2000 feet
Turn 1288

Skill points: 36
  • grappling 53
  • spear 51
  • first aid 67
  • sword 50
  • bow 70
  • silk undertunic (underclothes)
  • quilt kaftan (robes)
  • felt cap (head)
  • horn bow (x2) (left hand)
  • arrow (x6) (quiver)
  • dagger
  • kumiss
  • bandage (x5)
  • spear (x2)
  • black sword (right hand)
Down to my last swig of kumiss, saving it to drink just before the final battle. If I hadn't fought my way into a trove of bandages I'd be out by now. There's no point in carrying two bows or two spears, but encumbrance isn't even a stretch goal. :) Never found a shield.

7DRLs / Re: A Roguelike Where You Dodge Projectiles [7DRL 2016]
« on: March 11, 2016, 03:36:25 PM »
Ugh. The code's in a painful state to work with. Teasing the state apart from the tutorial code is...difficult. I'm almost to the point of giving up and saying "Screw it! Who cares if it would be an unholy maintenance nightmare, I only have three more days to work on it! GLOBAL STATE EVERYWHERE FOR EVERYONE GOOOOO"

I spent my hobby time for all of February getting rid of those globals and breaking the tutorial apart into a dozen more coherent files. It's a bit of work.

7DRLs / Re: Beyaz Dağ (7DRL 2016)
« on: March 11, 2016, 03:19:23 PM »
You never mastered sword and lance, like your brothers, but can shoot, ride, and wrestle as well as any of them.

Beyaz Dag teems with life: hyenas and gazelles in the desert scrub, deer, wolves, bear in the forests. Travelers you met on the Northern Road tell of other, darker things here: ruins, abandoned quarries, sunken grottoes...

Now you're almost through the marshes; the mountain rises to the southwest.

7DRLs / Re: Thoodiam (7DRL 2016)
« on: March 10, 2016, 06:42:37 PM »
orcs and goblins keep attacking me even after they're dead?

7DRLs / Re: Beyaz Dağ (7DRL 2016)
« on: March 08, 2016, 02:12:57 AM »
Beyaz Dağ towers solitary above the deserts. No rival peak dares rear up nearby, though a desultory range of hills stretches southwards. The mountain’s western slopes fall off steeply into a deep blue lake; north lie the marshes that fringe the Mother River.

7DRLs / Beyaz Dag (7DRL 2016) - SUCCESS
« on: March 05, 2016, 03:46:50 AM »
It is not far from Navekat and Suyab to the lake they call the Eye of the World. But the visions you sought there carried you much farther, across mountains, deserts, marshes, across the Mother River to the lonely Mount Beyaz. Here, perhaps, you can convince the merciful goddess who lives above the clouds to save your people from the plague.

7DRLs / Re: Question about 7DRL rules - previously written code?
« on: February 24, 2016, 07:12:44 PM »
I'm doing an awful lot of coding before the 7DRL starts. But I'm doing it in public (, starting from Jice's Python tutorial for libtcod, and writing approximately zero new gameplay. It's all refactoring, ease-of-use, UI improvements, mouse vs keyboard support: engine work instead of game work.

  • I wrote stacking objects over this last weekend, which breaks the inventory size limit as written in a slightly player-friendly way but could be patched to match the old behavior with one or two lines of code. Back-stairs and persistent levels are nominally exploitable in the original tutorial ruleset, since there are times when you can go downstairs, which gives free healing (the first time), then backtrack to farm xp / get an object you weren't healthy enough to get. In practice this doesn't make a difference because the tutorial is almost always easily winnable.

Programming / Re: Need some Help with small Maps
« on: December 04, 2012, 02:56:13 PM »
Looks very nice!

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