Author Topic: Early 7DRL Declaration  (Read 55428 times)

guest509

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Re: Early 7DRL Declaration
« Reply #15 on: January 29, 2013, 12:04:54 AM »
  I like the idea of having a deck of cards, each card being a possible action. Rest to draw more cards, but risk being left behind score wise by other players who are pushing on into the frontier finding more loot and killing more monsters.

jlund3

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Re: Early 7DRL Declaration
« Reply #16 on: January 30, 2013, 04:35:29 PM »
I've been toying around with the idea of using the concept of weeping angels from doctor who for a 7DRL. Players and angels would have directional field of view, similar to the heroes in Darren Grey's Gruesome. If an angel is in anyone's line of sight (including other angels), it cannot move. Otherwise, it can move very quickly (2 or 3 tiles per turn). In order to aid the player, the maps will have mirrors (perhaps even mirrors who's orientation can be adjusted). Note that the field of view will have to be a simplified 2D ray tracing algorithm to accommodate the mirrors. Given time (in other words, probably not), you could add in more tactical depth by allowing the player to sprint for short distances, or allowing angels to close their eyes (no cheating AI though).

Darren Grey

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Re: Early 7DRL Declaration
« Reply #17 on: January 30, 2013, 04:43:02 PM »
That sounds cool.  Mirrors were one thing I wanted to add to Gruesome at some point.  However it seemed like a lot of work to code, and it's not clear how much it would help or hinder gameplay.

TSMI

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Re: Early 7DRL Declaration
« Reply #18 on: January 31, 2013, 09:12:52 AM »
I am going to start one tonight at midnight (1st of february).

It will be called "Wildehond". It will be written in Scala, using SquidLib is a library.

A few people in #rgrd have suggested I need to do a 7DRL to focus on quick and dirty results. Also going to take the chance to try a more component based approach.

This idea will likely fail, in which case I will attempt another 7DRL when the rest of you do, with this fool notion of components purged from my head :)

Quendus

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Re: Early 7DRL Declaration
« Reply #19 on: January 31, 2013, 07:46:49 PM »
It's possible (not certain either way) that I'll be exceedingly busy during 7DRL week. In which case it might be a good idea, provided I get Surrounded (graphical, moddable rewrite of Encircled) working in time, to just write a quick mod for Surrounded. With any luck, Surrounded will be sufficiently flexible that it's actually possible to implement the idea I posted last page. We'll see.

guest509

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Re: Early 7DRL Declaration
« Reply #20 on: January 31, 2013, 09:27:19 PM »
  That's a good idea Timsy. I think that's really the function of the 7DRL challenge for most of us, to just get something done. I've started and failed on way too many projects. I have tons of talkies/vaporware in my stable. But I've successfully slapped together a 7DRL now for 3 years running, and this year I'll probably be done in about 3-4 days. I think I've only put out one thing, besides a dungeon digger example, outside of the 7DRL. And that was an update to a card game I'd made during a previous 7DRL.  :-\

Omnomnom

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Re: Early 7DRL Declaration
« Reply #21 on: February 02, 2013, 01:30:48 AM »
I've been toying around with the idea of using the concept of weeping angels from doctor who for a 7DRL. Players and angels would have directional field of view, similar to the heroes in Darren Grey's Gruesome. If an angel is in anyone's line of sight (including other angels), it cannot move. Otherwise, it can move very quickly (2 or 3 tiles per turn). In order to aid the player, the maps will have mirrors (perhaps even mirrors who's orientation can be adjusted). Note that the field of view will have to be a simplified 2D ray tracing algorithm to accommodate the mirrors. Given time (in other words, probably not), you could add in more tactical depth by allowing the player to sprint for short distances, or allowing angels to close their eyes (no cheating AI though).

Sounds like SCP-173 (http://www.scp-wiki.net/scp-173). (as a reference this is cooler than Doctor Who, plus I think they came up with the idea first before Dr Who)




Omnomnom

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Re: Early 7DRL Declaration
« Reply #22 on: February 02, 2013, 01:45:40 AM »
I think I'll make an experimental 7DRL that has a portal gun and see what that plays like. Experimental in the sense that the gameplay might turn out to be very boring.

Darren Grey

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Re: Early 7DRL Declaration
« Reply #23 on: February 02, 2013, 04:19:14 AM »
Check out Jeff Lait's Vicious Orcs some time then, and Jacob's Matrix. And I think someone made a PortalRL. Might help with idea.

Quendus

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Re: Early 7DRL Declaration
« Reply #24 on: February 02, 2013, 11:55:46 AM »
Sounds like SCP-173 (http://www.scp-wiki.net/scp-173). (as a reference this is cooler than Doctor Who, plus I think they came up with the idea first before Dr Who)

Sorry, mate. SCP-173 was (according to http://scp-wiki.wikidot.com/faq ) written in 2007 and posted on the wiki in 2008. Blink was filmed in 2006 and aired in 2007 ( http://www.bbc.co.uk/wales/arts/sites/doctor-who-wales/alllocations/cardiff-coal-exchange-mount-stuart-square ). SCP's cool and all, but... ;)

Omnomnom

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Re: Early 7DRL Declaration
« Reply #25 on: February 02, 2013, 11:59:15 PM »
I stand corrected

Nymphaea

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Re: Early 7DRL Declaration
« Reply #26 on: February 05, 2013, 04:10:42 PM »
Seeing as how others have been adding their ideas, why not, I'll jump in.

Right now, my idea is a game based on some kind of tunneling species, most of the monsters in the game will be the same species as the player. Have been going between the easy way out (dwarves) or something alien. Still not sure.

Basic story will be that the colony you live in is heavily corrupt, and a low class ____ such as yourself is basically a slave for digging new tunnels. One day you are found goofing off with friends, and as punishment your friends are killed in front of you and you're exiled to the surface. The surface isn't safe, so you quickly tunnel back down with a plan to get revenge.

The game will be very classic, with most the major roguelike features. I may end up using an 8x8 tileset instead of pure ASCII, but we'll see. The main unique feature will be a simple crafting system, similar to the old "Survival Kids" game for gameboy. You can try mixing multiple items, if you're successful, you have a new item, if not, the game just says you couldn't figure out what to do. The weapons and armor will be very primitive, such as a rock attached to a stick for a hammer, a sharp rock on a long stick for a spear, etc.

Will be my first time developing under a time constraint, so we'll see how I do :P Until then, I'll be studying and working on another simple roguelike, hopefully that will be done before the 7DRL

guest509

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Re: Early 7DRL Declaration
« Reply #27 on: February 10, 2013, 09:17:45 PM »
So I've changed my mind about what to make. Going for a more straight RPG with classic roguelike mechanics. No hybrid this year it seems. I don't know where to announce, having spotty internet connectivity. On the googlegroup? Here?

Anyway, count me in as Joseph Bradshaw - Game To Be Named Later.

george

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Re: Early 7DRL Declaration
« Reply #28 on: February 11, 2013, 02:10:51 AM »
I have an idea, not sure if I can pull it off, but 7DRL week seems like a good time to try. For a long time I've been wanting to make a RL that uses keyboard gestures rather than single-key commands. Sort of like chorded commands I guess but less about the specific key combination.

Though a keyboard may very well not be the best input device for that sort of thing....

Darren Grey

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Re: Early 7DRL Declaration
« Reply #29 on: February 11, 2013, 04:48:19 AM »
The T-Engine supports mouse gestures, if that's of interest to you.