Author Topic: 7DRL 2014 Hype it UP!  (Read 24224 times)

guest509

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Re: 7DRL 2014 Hype it UP!
« Reply #30 on: February 15, 2014, 06:53:14 AM »
Last year the delay in posting reviews was pretty bad. We tried to get 3 review for every game, and there were just too many. I reviewed my butt off and it just wasn't enough.

Maybe there will be fewer entries this year, or maybe if you want your game reviewed you have to commit to being a reviewer?

I dunno. We have to get those reviews up by the end of March though and just be done with it.

I will commit right now to doing 30 reviews by the end of March. No problem.

Paul Jeffries

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Re: 7DRL 2014 Hype it UP!
« Reply #31 on: February 16, 2014, 11:22:09 PM »
That sort of morphed into a Star Trek roguelike inspired by "Star Trek: 25th Anniversary" in which you would control Captain Kirk (a yellow @) leading an away mission with two other characters (Spock and a redshirt, maybe? I remember it was a blue @ and a red @), and the NPC's would be controlled by their own AI, but you could issue orders using a text-adventure style interface. So you'd hit "t" to "talk" to your party, and then you'd type something like "spock scan the mechanism" or "redshirt phaser the klingon".

That game (or to be more exact Judgement Rites, the sequal) was one of my favourite games as a kid and was a big inspiration behind one of my previous games (although in a slightly different way to what it sounds like you're planning).  One of my possible 7DRL ideas this year is actually also inspired by that game, although more by the starship commandy bits.  I'm thinking of an FTL-like with a similar bridge view to ST:25th Anniversary, but turn based and interacted with by giving commands to your different bridge officers.

Trystan

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Re: 7DRL 2014 Hype it UP!
« Reply #32 on: February 16, 2014, 11:43:22 PM »
It looks like "landing party" or other group based roguelikes will be the theme of the year. Very exciting! I can hardly wait to see what different games we come up with.

ekolis

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Re: 7DRL 2014 Hype it UP!
« Reply #33 on: February 17, 2014, 11:22:30 PM »
Actually, I think what I'll go with is something kinda like KlingonRL, only set in the universe of the Space Empires 4X games. You'll be the captain of a Terran starship charged with fending off a Jraenar invasion after the Jraenar decimated the rest of the fleet. Instead of bumping to attack enemies, you'll bump to scan them; attacking will be automatic, and different weapons you equip will have different range and damage attributes. You can also bump planets to scan them; planets might turn out to be Jraenar strongholds (which you must eliminate), or allied colonies which give you minerals (which you can use to upgrade your ship). The map will be divided into "room-like" star systems arranged in a gridlike pattern (with some gaps here and there) and connected by "door-like" warp points. Regarding ship upgrades, you'll be able to install weapons, shields, armor, and engines - the more components you install on your ship, the slower it gets, so you need more engines to make it move faster again!
The Ed draws near! What dost thou deaux?

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guest509

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Re: 7DRL 2014 Hype it UP!
« Reply #34 on: February 18, 2014, 01:06:20 AM »
That's a good idea. I ended up using some of the graphics and sound from Space Empires 4 in Suncrusher!!!

I think the make of SEIV is making a single ship type of RL right now.

http://malfador.com/

It's called Space Captain. It's for mobile.

EDIT: Though I emailed the malfador guy about lifting some graphics and sound he didn't respond, so my game has pirated resources. Which makes me feel like dog shit.

PTrefall

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Re: 7DRL 2014 Hype it UP!
« Reply #35 on: February 18, 2014, 08:34:28 AM »
Mushroom the 7DRL is pretty wild west. It doesn't even have to be an RL, and you are free to lie to your heart's content about what when you created what you created. There's really no incentive to lie though, you don't really in anything and we don't penalize people for reusing old code.

This year I'm going to be using the engine I built up last year, and an idea and graphics I've been poking about with since last year as well. No biggie.

I'd love to see the Han Yolo guys take their engine from last year and make a deeper game.

Hehe, yeah, I'd love to do that too (Han Yolo), but looks like we won't have time this year. I'll still be doing a 7DRL on my own, probably ASCII in Unity3D. I had a plan of doing a hybrid of MUD-style room descriptions and roguelike grids per room with tactical play, but I'm starting to think writing all those room descriptions will be waaaay too much work for seven days, so I might just do a slightly more generic roguelike thing this year.

guest509

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Re: 7DRL 2014 Hype it UP!
« Reply #36 on: February 18, 2014, 09:02:39 AM »
Sounds good. I think my goal this year is to have a really solid engine I can build off of for the future. I have a fairly solid one from last year, but with about 2 day of tweaking it's going to be awesome. Geminosity who did Nya Quest last year (http://7drl.org/author/geminosity/) really gave me some good ideas on how to spiff up my code.

Having a good engine will be great. This coming summer I hope to make a larger game after I take the California bar exam. It will be my treat.

Slash

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Re: 7DRL 2014 Hype it UP!
« Reply #37 on: February 18, 2014, 03:25:14 PM »
I have a great idea, but I won't share it because you'd steal it and I'd lose the challenge.

Darren Grey

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Re: 7DRL 2014 Hype it UP!
« Reply #38 on: February 18, 2014, 04:24:20 PM »
I have a great idea, but I won't share it because you'd steal it and I'd lose the challenge.

I don't think anyone would ever want to o make a game using someone else's ideas. Ideas are the easy part, after all. But good luck, Slash, and try not to go over the top in scope!

guest509

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Re: 7DRL 2014 Hype it UP!
« Reply #39 on: February 18, 2014, 04:32:45 PM »
I have a great idea, but I won't share it because you'd steal it and I'd lose the challenge.

I don't think anyone would ever want to o make a game using someone else's ideas. Ideas are the easy part, after all. But good luck, Slash, and try not to go over the top in scope!

Lol Darren I think he was joking!

Slash

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Re: 7DRL 2014 Hype it UP!
« Reply #40 on: February 18, 2014, 04:56:19 PM »
I have a great idea, but I won't share it because you'd steal it and I'd lose the challenge.

I don't think anyone would ever want to o make a game using someone else's ideas. Ideas are the easy part, after all. But good luck, Slash, and try not to go over the top in scope!

Lol Darren I think he was joking!

After all these year's, I'd expect Darren to get my jokes :'(

BigBadBadger

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Re: 7DRL 2014 Hype it UP!
« Reply #41 on: February 22, 2014, 01:43:09 PM »
I wasn't sure if I should give it a shot, but when I found that lidtcod got ported to Ruby I got convinved :) I'm gonna reuse some map generation code (like handling grid, areas, overlaping and conectivity, but not the actual algorithm itself), and maybe some item-related code too, but I hope its fine.

jere

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Re: 7DRL 2014 Hype it UP!
« Reply #42 on: February 22, 2014, 03:18:07 PM »
What about music? I thought briefly about learning GarageBand (or something similar); I popped it open and wallowed in despair for about an hour. Using some royalty free music would be a lot more feasible. I know the attitude is generally use whatever you want, but I just wanted to see what people have typically done in the past about the music issue.

By the way, my plan is to make more of a proper RL this year. Something about vampires, killing them with sunlight, turning back and forth between human and vampire, etc. I hope that's enough material to work with.
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Re: 7DRL 2014 Hype it UP!
« Reply #43 on: February 22, 2014, 03:53:17 PM »
I treat music the same way I treat graphics... optional.

I could record something on the piano, but none of the pieces I know are likely to be thematic for my 7DRL. I'm not much of an improviser.

Eben

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Re: 7DRL 2014 Hype it UP!
« Reply #44 on: February 23, 2014, 11:36:54 AM »
What about music? I thought briefly about learning GarageBand (or something similar); I popped it open and wallowed in despair for about an hour. Using some royalty free music would be a lot more feasible. I know the attitude is generally use whatever you want, but I just wanted to see what people have typically done in the past about the music issue.

I've used music from http://roguebard.eptalys.net/ and other Creative Commons licensed music in a couple of my projects. I find it can add a nice level of immersion, but make sure you let the user turn it off / change volume independently of any other sound fx you might have.