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Messages - rdc

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Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 15, 2009, 08:42:52 AM »
I've tried to keep this post updated release information and so on.  17 successes reported so far!  Waiting to hear on another 24...  We'll likely have more successes this year than we've had entrants in any previous year!

Just wanted to say nice work on keeping this list updated. I have been using it to follow the progress. Very handy.

Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 14, 2009, 12:36:54 AM »
Here is my entry for the 7DRL challenge Escape from Lab 42. You can grab the Win32 exe and FreeBasic sources from my skydrive:

It would have been nice to have some more time to test, but that is what this challenge is all about. I have included a readme in the zip file that gives a quick explanation of the game. You probably don't need it since the game is very simple.

I *think* everything is working, which just means I didn't have time to find all the bugs. :)

Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 08, 2009, 09:10:30 PM »
I have posted an update to my blog, plus some screenshots.

Other Announcements / Re: The 2009 7DRL Challenge has begun!
« on: March 07, 2009, 07:54:08 PM »
I'll be posting my updates here:

Programming / Re: Alphabit Rogue
« on: March 05, 2009, 11:21:56 PM »
Yeah, I should probably just release a 0.1 (what it is at now) and then refine the code base. The code is completely modular so it is relatively easy to update. I will probably break off this for a few days and work on my 7DRL and then back to it after I get (or don't get :)) my 7DRL out.

Programming / Re: Alphabit Rogue
« on: March 05, 2009, 09:32:19 AM »
Thanks. I'll let you all know when I have a test version. Maybe some brave souls could beat on it for me to work out the kinks before I officially release it.

Programming / Alphabit Rogue
« on: March 05, 2009, 01:25:43 AM »
I have made significant progress on Alphabit Rogue. The game is about 75% feature complete at this point. I still need to work on the spell system and the puzzle aspect of the game. I am shooting for a play-test version in the next couple of weeks.

I set up a page for it on my Google Pages. I also posted some updated screen shots there as well.

Other Announcements / Re: 2009 7DRL Challenge Ideas!
« on: February 06, 2009, 11:09:47 PM »
I am going to try and do a 7DRL. I have the idea, and although it is far from original, it does have a little twist. I am going to call it Escape from Lab 45 (I always make a title first :)). You start on level 10 (?) and must make your way to the top. The lab was a secret government project developing a virus to reanimate the dead. (As I said, not original.) Of course, it all goes to pot, the Zombies get out and everyone has been turned into a Zombie, except you.

When the Zombies got out, a self-destruct sequence was activated giving you 60 minutes (I may make this variable as a sort of level difficulty, say 60-30-15) . Here's the little twist though: the timer runs in real-time. It will be a turn based game, but the timer will tick in real-time.

Now, you may think that you can just run to the top as fast as your little fingers will carry you.. Not so fast. The self-destruct sequence also locked all the elevators, so you need to activate each elevator before you can exit the level. Each activation will be different on each level (finding a key, entering an access code, etc.). All the while, the clock is ticking...

That is the plan at least. Of course, I haven't done any coding or anything, this is just all in my head right now. But, if i can pull it off, it may be an interesting diversion.

Other Announcements / Re: 2009 7DRL Challenge Ideas!
« on: February 06, 2009, 10:54:36 PM »
I've been thinking up a few random ideas. These are just really basic and some are very undeveloped, but I'll share them anyway in the hope that someone gets inspired.

1d Roguelike
Like a normal roguelike, but just played in one seriously long corridor! The idea is that dungeon generation is ignored, so the combat side must be made significantly more interesting to compensate.

I am actually working on an RL that implements this idea. It is called the Gauntlet. It is my next project I am going to tackle after I get Alphabit Rogue finished (or at least working). In my version you can only go up towards the top of the screen and side to side while monsters go down and side to side. The dungeons will be generated and I am working on ways to build in puzzles that you have to complete to exit the level while not getting killed doing it.

Thanks! I sure will.

Hi folks,

This thread says to introduce yourself so I thought I would write a little blurb that you can safely ignore. :)

I have been programming for years and years. I remember playing Rogue and Star Trek on a line printer way back in the day. Professionally, I wrote business applications using most of the popular database systems such as SQL Server and Oracle. I don't program for a living now. When I went to school there wasn't any such thing as IT. I taught myself to program and since the IT crash of 2000+ it has become difficult to compete with all the Bs, and Ms. programmers here in Austin, TX.

I still program for fun though. I have written many games, but only one RL so far. A not-so-great game called Deep Deadly Dungeons. I am designing a (hopefully better) sequel called the Sword of Light. To get me up to speed on some of the latest RL techniques, and to try out some ideas, I am working on a smaller project called Alphabit Rogue. As the name suggests, it is based entirely on the alphabet. In case you are curious, here are some screenshots:

Looking forward to talking with you all.

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