Author Topic: 2009 7DRL Challenge Ideas!  (Read 33336 times)

Slash

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2009 7DRL Challenge Ideas!
« on: January 26, 2009, 05:44:51 PM »
Post here your ideas for 7DRLs! some roguedev may find it interesting and implement it!

corremn

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Re: 2009 7DRL Challenge Ideas!
« Reply #1 on: January 26, 2009, 11:25:31 PM »
Out of inspiraton Slash?  ;D

But seriously it is a good post.
I have my idea, very un-original.  "Those alien bastards are going to pay for shooting up my ride!"
corremn's Roguelikes. To admit defeat is to blaspheme against the Emperor.  Warhammer 40000 the Roguelike

ywgdana

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Re: 2009 7DRL Challenge Ideas!
« Reply #2 on: January 27, 2009, 02:39:21 AM »
I've no idea if I'm going to do 7DRL this year.  I'm not sure if any of the ideas I've had can be crammed easily into a week :P

What I have been thinking of lately is an espianoge-type game (I'd call it either Moderately Secret or Spy vs. Rogue...)

The focus of the game would be doing relatively short missions that would start off simple, hand-offs, talking to a contact.  You progress to more difficult missions: bomb diffusing, hitman (or stopping an assassination).  A dozen missions would maybe constitute your career.  I'm not sure how many different types of missions I could come up with in a week.

Stealth would be important (and mandatory for some missions).  I was thinking that I could colour code the people on screen to indicate how much they are paying attention to you.

Combat would be pretty lethal -- if you get shot you'll most likely be killed or very badly injured.

I dunno if that's too much for seven days.  A lot would depend on how decent I could make the randomized missions.

corremn

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Re: 2009 7DRL Challenge Ideas!
« Reply #3 on: January 27, 2009, 04:37:40 AM »
Oh yeah, Anything warhammer. Please!

I dunno if that's too much for seven days.  A lot would depend on how decent I could make the randomized missions.

Quick answer is yes.  Although if you plan every thing down on paper and then stick to the design anything is possible.
corremn's Roguelikes. To admit defeat is to blaspheme against the Emperor.  Warhammer 40000 the Roguelike

Scautura

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Re: 2009 7DRL Challenge Ideas!
« Reply #4 on: January 27, 2009, 08:29:20 AM »
Anything Warhammer? Including 40K/Rogue Trader/Dark Heresy/Space Hulk? Or just FRP/FB (god I'm showing my age there!)

I'm definitely a more sci-fi person than a fantasy person, but a good modern day RL would be nice.

Scautura
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purestrain

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Re: 2009 7DRL Challenge Ideas!
« Reply #5 on: January 27, 2009, 11:27:07 AM »
I always wanted a diablo clone in wh40k universe... playing a terminator and fighting tyranids :-)

Well; i'm too thinking of a mission based roguelike, with character upgrading only between missions. Missions should take not that long; between them you can choose to do some sports (maybe endurance-sports; strength-sports...) or spent your time on a shooting range and so on.

Slash

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Re: 2009 7DRL Challenge Ideas!
« Reply #6 on: January 27, 2009, 06:13:44 PM »
Out of inspiraton Slash?  ;D

Not really! I am 70% sure of what I want to do (I am only 5% sure of the details though)

ido

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Re: 2009 7DRL Challenge Ideas!
« Reply #7 on: January 27, 2009, 07:39:47 PM »
I think the idea is really not a problem, if you've got the itch to program a game you find 10 ideas in 2 minutes of thinking.

In the past few months I've really been out of motivation to do anything creative at all, I'm hoping this will change in time for the 7drl challenge - it was a really great experience last time and people are so nice and really make you feel special for creating a game :)

The community right now is my number 1 reason for wanting to have another go at a 7drl.

-Ido.

corremn

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Re: 2009 7DRL Challenge Ideas!
« Reply #8 on: January 27, 2009, 11:27:58 PM »
Well; i'm too thinking of a mission based roguelike, with character upgrading only between missions. Missions should take not that long; between them you can choose to do some sports (maybe endurance-sports; strength-sports...) or spent your time on a shooting range and so on.

I had that idea last year but didn't quite pull it off with Rogue Mercenaries.


Anything Warhammer? Including 40K/Rogue Trader/Dark Heresy/Space Hulk? Or just FRP/FB (god I'm showing my age there!)

I'm definitely a more sci-fi person than a fantasy person, but a good modern day RL would be nice.

Scautura

Anything at all.  I can only think of two games base on warhammer and I dont want to be the one to write it this time.

Let me play as a space marine going toe-to-toe with nids. Rogue Mercenaries was suppost to be this but I simplified it to the Star Craft universe.  I might re-release it for 40k.

I did plan an entire game around a gaunts ghost novel, but never got motivated to code it.

Heres an idea I just came up with,...   Set in WH Fantasy.
You play a dwarf slayer that goes out into the world seeking a glorious death, you earn a new title by what your most powerful kill is, i.e Troll-slayer, giant slayer, dragon slayer etc.    Your goal is to undo your dishonour by seeking a glorious death.  Either that or become a deamon slayer.

OT Man its hot crazy here today. 44.7 C (112.5F) and still rising.
« Last Edit: January 28, 2009, 03:38:32 AM by corremn »
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Robson

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Re: 2009 7DRL Challenge Ideas!
« Reply #9 on: February 04, 2009, 10:21:09 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.

Achievement Roguelike
A normal roguelike that's filled with hundreds of steamlike achievemnts, like killing five creatures in five turns, completing the game wthout killing anything, dying within the first 3 turns or collecting £1,000,000 in treasure.

Character Creation Roguelike
The whole game is just creating your character. You win once you've made the character!

Civilian Roguelike
You're a civilian who has accidentally fallen very deeply into a dungeon. There's creatures and adventurers everywhere and you're trying to avoid everything and use stealth to escape. There's no levelling, you just stay as a useless civilian the whole time.

Doctor Roguelike
You get turned into a tiny doctor and then injected into a human. (Yay Futurama!) So the "rooms" would be the organs (heart, pancreas, lungs, etc) and the "corridors" would be blood vessels and stuff. The patient has a different illness each time. You must navigate to the location of the illness, fighting viruses/germs/etc along the way. You can pick up items like healthy blood cells and use them to cure things later.

Dynamic Roguelike
Difficulty adjusts based on how well you're doing.

Environment Roguelike
No creature enemies because the challenge is given by the environments instead. Traps, crumbling cliffs, flooding rivers, rickety bridges, rolling boulder traps, pits...

Exploration Roguelike
The game is easy to win, but the idea is to explore as much as possible to get treasure. Getting treasure would be dangerous though...

Interactive Fiction Roguelike
A roguelike played through text commands and with text descriptions.

Minigame Roguelike
Everything is a minigame. Unlocking doors opens the lock-picking minigame. Disabling a trap opens the disable-trap minigame. etc, etc

Pacifist Roguelike
Can't kill anything directly, but you can kill things indirectly: summoning allies, using levers to set off traps, spreading fires, flooding areas, enclosing enemies with walls...

Powergamer Roguelike
Everything is really over-the-top. Cast fire-volcanoes at level 1. Find the holy grail on the second level of the dungeon. Enemies could be undead celestial ancient zombie dragon gods, but they die instantly from your holy rustproof ultimate-fire-slaying nevermiss greatsword of tamora.

Race Roguelike
The idea is to complete the game as fast as possible. Creatures would slow you down, like spiders that makes webs. Spells would be geared towards speed, like wall destruction and teleportation. Perhaps games could be generated from user-specified random seeds to allow the player to retry games and improve their scores. This would also allow different players to compete against each other by sharing their seed. Secret doors would be good. I think the whole map should be visible all the time to allow the player to choose the best route. Perhaps the amount of mana given to the player after each level is based on how fast they complete the level, to work as an incentive to completing levels quickly.

Reverse Roguelike
You place the creatures and the computer plays the adventurers. Like Dungeon Keeper.

Screensaver Roguelike
Everything is automated: adventurers, creatures, etc.

Sideview Roguelike
Sideview roguelike with ladders, gravity, falling on enemies to kill them, etc. It could be set in a tower. This could be one continous game without levels, if extra floors are generated as the player gets closer to them and distant floors are deleted as necessary.

Sniper Roguelike
You can kill creatures from far away, but you're really vulnerable when they are close. Clever use of terrain and stealth is needed to survive.

Sponsored Roguelike
An "adveroguelike" where everything has been sponsored in an over-the-top way. e.g. Pepsi cans instead of potions. Harry Potter branded spellbooks. Environments are McDonalds restaurants instead of dungeons. All the enemies are sponsored by the dentists association: plaque, gum disease, tooth decay...!

Story Roguelike
Every action you do (except movement) creates a sentence describing it. At the end of each game you are presented with a story of your adventure. For example: "Claude entered the temple of the moon, when suddenly a giant bat flew down from the ceiling! He thrust forth his spear into one of it's wings. Unable to fly the bat dropped to the ground helplessly. The giant bat let out a sonic noise to alert other bats as Claude plunged a sword into it's brain."

Unfair Roguelike
It's permanently Friday the 13th: Instant-death traps, dragons on level 1, cursed items, random poisoned potions, unexpected falling boulders, death by random spell failure... the aim of the game is to discover all the ways to die.

Willow the Vampire Slayer Roguelike
You play Willow who fights vampires+demons using magic in graveyards+crypts+masoleums. You're friends will come along to help: Giles will provide useful information. Buffy and Faith can fight. Xander can use army weapons. Angel and Spike have their vampire abilities. Dawn can annoy people to death. Anyanka can grant wishes. Oz can turn into a werewolf. Cordelia can throw shoes at enemies. Tara can help Willow to make seriously powerful spells. It'll have lots of big bads from the show, like The Master, Glory and The Mayor.
« Last Edit: February 07, 2009, 01:34:07 AM by Robson »

Slash

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Re: 2009 7DRL Challenge Ideas!
« Reply #10 on: February 05, 2009, 02:25:47 AM »
A nice set of ideas! thank you gentleman! :)

Vanguard

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Re: 2009 7DRL Challenge Ideas!
« Reply #11 on: February 05, 2009, 11:35:27 AM »
That's a nice set of ideas, Robson!

Anvilfolk

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Re: 2009 7DRL Challenge Ideas!
« Reply #12 on: February 05, 2009, 11:43:47 AM »
Oh no, the aristocratic ways of TIGsource have invaded the RogueTemple! :D

Some of those are indeed pretty interesting! I'll definitely pass on the Buffy idea though... ugh, Buffy!

Regarding the single-corridor roguelike and the combat: there are already a few ideas out there that one can definitely use in part to make combat more interesting: IVAN's limb system, the ability to target specific bodyparts from Unreal World, skills like in ADOM/IVAN, which are much more dynamic than, say, Nethack, and a host of other things - like a weapon positioning system. There's several types of blows possible, and after each one, your blade will be in a determined position. Attacking / defending certain incoming blows can be harder or easier depending on where your blade is resting, so you can probably incorporate that as a combat's tactics too!
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zzo38

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Re: 2009 7DRL Challenge Ideas!
« Reply #13 on: February 06, 2009, 09:47:11 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.....
These are good ideas, maybe someone should do some of these things.

I also think one day you should make a 7HRL challenge (make a roguelike in seven hours). Some of your ideas could probably be done in seven hours (at least by a hacker, if not by other people).

rdc

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Re: 2009 7DRL Challenge Ideas!
« Reply #14 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.