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Messages - kniiight

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7DRLs / Re: Chronomaniac
« on: March 14, 2016, 12:41:41 AM »

7DRLs / Re: [7DRL-2016] Some Dogs Go To Hell
« on: March 08, 2016, 07:35:40 PM »
Your sense of humor. I like it.

I'll be watching this one.

7DRLs / Re: Chronomaniac
« on: March 07, 2016, 02:03:53 PM »
Thank you!

7DRLs / Chronomaniac [7DRL 2016 Success...?]
« on: March 07, 2016, 01:12:07 PM »
My 7DRL contribution for 2016. It's about time travel. Also, there's going to be lava.


7DRLs / Re: 26 7DRL Highlights
« on: March 21, 2014, 11:43:54 PM »
Thanks again for the mention, Darren. ^_^

Design / Re: My two cents about Permadeath
« on: March 21, 2014, 02:54:29 AM »
I think at this point it would be worthwhile to enter into a tangential discussion on the popularity of these "esoteric computer games" (and, by the way, I disagree with your choice of wording there, and clarify that I'm offended by the use of the adjective "esoteric"). Ultimately we'll confuse the discussion so much that we're disagreeing as a matter of principle and then we can both walk away, egos intact.

Design / Re: My two cents about Permadeath
« on: March 21, 2014, 02:46:01 AM »
Pat, look. I don't like disagreeing with people*. I'm forced to, however, because I feel that upholding my much more worthy opinion (which isn't particularly clear anyways) is more important than having fun and discussing/playing/creating cool games. So are you going to agree with me or shall we continue for several more pages?

*I love it

Design / Re: My two cents about Permadeath
« on: March 21, 2014, 01:00:04 AM »
So, you're saying that you don't like roguelikes?
yeah. its scientifically proven that permadeath is the only way to go, optional "perma"death and other lightweight options are the sign of an inferior game and therefore an inferior gamer

Well, it's not scientifically proven, but for the most part, permadeath is considered to be a defining characteristic of the roguelike genre. Games that do not feature permadeath typically belong to different (sub)genres, perhaps, such as so-called "roguelike-likes." And no, different does not imply inferior.

Design / Re: My two cents about Permadeath
« on: March 20, 2014, 08:35:29 PM »
So, you're saying that you don't like roguelikes?

7DRLs / Re: 7DRL 2014 Massive Videos Thread
« on: March 19, 2014, 03:42:27 AM »
Thanks for the review, Game Hunter. As usual, you're right--the game could definitely have been more content-heavy. However, I discovered when the 7DRL challenge this year was starting on the day it began, so I didn't have time to plan. I spent precious programming hours brainstorming a concept, and the rest of the time was spent implementing and polishing what I could plan on the spot. Next year hopefully I'll have more of a head start.

7DRLs / Re: Impera [7DRL 2014]
« on: March 17, 2014, 07:07:11 PM »
Due to some issues with hosting, Impera can be found here temporarily.

7DRLs / Impera [7DRL 2014] - Success!
« on: March 16, 2014, 10:18:42 PM »
Your allies have betrayed you; your mighty arch-enemy, the Demon Mage Impera, has stripped you of your powers and cast you into his arena. But your once-mighty Magicks are not all lost; you have retained the ability to create walls of pure mental energy. Fight your way through the arena to challenge Impera himself and gain your revenge.

I'm happy to announce that my entry for the 7dRL challenge this year, Impera, is a resounding success. I set my sights low at the beginning of the week, and by the end of the week had implemented everything I wanted to and more. I also had plenty of time to polish and bug fix. You can click here to play Impera; otherwise, read on.

The game is based around the idea of arena battles (eight total), with each level presenting a new type of monster. There are eight types of monsters, and each monster has its own behaviors that you'll need to learn how to counter. In addition to the eight monster types, the eighth and final level of the game features Impera, the Demon Mage. He's the archetype of the evil baddy found in most fantasy stories and games.

The main strategy of the game involves placing walls, which you use to cut off enemy attacks or trap monsters. Once you place a wall it's there forever, and if you get surrounded by walls and/or corpses, you die. Thus, you'll find yourself having to move around the map a lot in order to avoid getting walled in and buried alive. On the other hand, you can take advantage of these permanent walls to bury (most) enemies alive.

I didn't have as much time to balance and optimize the game as I wanted, so hopefully it's not too easy/hard. It's also technically possible to complete the game without placing a single wall, although I haven't managed to do so yet. As a matter of fact, I haven't managed to beat the game at all. All you need is a relatively modern browser, although your computer might be struggling by the time you reach the end of the game. Hopefully that's not too much of an issue.

Oh, and please don't look at the source code without a hazmat suit on; I wouldn't want to be responsible for any deaths due to dangerously terrible code. It's over two thousand lines, probably one of my biggest projects yet, and I've pretty much thrown code architecture out of the window.

Traditional Roguelikes (Turn Based) / Rogue's Labyrinth--7DRL 2013
« on: March 18, 2013, 03:18:17 AM »
Finished my 7DRL earlier today and I'm happy to say that it's a success this year. Basically it's a maze with baddies to kill and keys to collect (so that you can later unlock doors). The only twist is you can't hurt the bad guys, and they can one-hit you. If I'd had more time I would have added items, maybe, and better monster AI, but I'm happy with the game as it is and I'm not going to touch it (other than the occasional bug fix).

You can find a slightly more long-winded description of the game here or you can just jump in and play here in your browser. Enjoy!

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