Author Topic: Darkyr [7DRL 2016] - SUCCESS [hotfix 4 released]  (Read 18773 times)

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Darkyr [7DRL 2016] - SUCCESS [hotfix 4 released]
« on: March 06, 2016, 02:34:17 PM »
Hotfix 4 released. Download here:
https://ptrefall.itch.io/darkyr

Let's Play videos:
https://www.youtube.com/watch?v=NjW7fIDr-xo
https://youtu.be/5xcpj2QgxnA
https://youtu.be/1Ir-rhiAbcs?t=15m33s



Original post
http://7drl.org/2016/03/06/the-startup-of-our-7drl-codenamed-shedload/

This is my 4th attempt at the challenge, and arguably I’ve yet to properly succeed. Each year I’ve teamed up with one other developer for collaboration… so in an effort to actually properly succeed this year, I’ve joined forces with a shedload of developers (three)!

Like the little garage band we are, we have Sebastian Boutin Blomfield on code (“hello world”), Bill Lowe on modern art (“huh?”) and Ian Buckley on fantastical sounds (“…”). Me, I’m on code as well.

Sebastian will be going on a band tour in the middle of the thing, Bill will head to GDC before the final boss/day… and I just had a sleepless night with a 4 month old baby having a coughing cold. So, we’re off to a great start and a weak finish!

But it’s all good! That’s pretty much the story of my previous 7DRLs, so we got this! Experience has to count for something!

So let’s leave it at a 5 second hook…
A mouse-controlled, graphical roguelike using Hearthstone-like trigger mechanics.


Mockup by Bill Lowe

Well, of preparations we have prepared a framework for this thing. We’ll be using Unity3D. Sebastian has already written a good start to a Brogue-like dungeon generator (no machine rooms), Dijkstra Maps, a Voxel renderer and a Mouse-based input system, while I’ve worked on the generic parts of the game’s framework (but alas, AI, UI and persistence have not been prepared!). Bill has made a glorious mockup of the art direction and Ian has made promises. The basic idea for this game came about last summer and the game design started three months ago, so one should think we come prepared… but, I have had those thoughts before…

Best luck to everyone in the challenge, and may success be with you at the end!
« Last Edit: April 10, 2016, 08:13:59 AM by PTrefall »

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Codename Shedload [7DRL 2016]
« Reply #1 on: March 08, 2016, 01:37:11 PM »
Codename Shedload – Day 1 and 2

As with every 7DRL, things are bound to go wrong just that one week. Babies get sick and must go to the hospital (but he’s ok), deadline at work takes slightly longer than you had estimated (but that’s ok too) and, of course, development never goes quite as smooth as one wishes for. Thus we are 2 days into this, and have barely got it playable yet.

Sebov improved his prepared input system with 8-directional movement and better mouse-support. He also extended his Dijkstra Map functionality. His flee-map calculations are blazing fast! And he’s probably done a lot of other little things too.

I started on UI functionality and gameplay straight off the bat, but got held back due to all the sickness mentioned to begin with here. We now have inventory mapped to the UI, tooltips for UI and entities in the scene, click-through prevention on the UI elements (that you don’t move in the world while interacting with the UI). There’s still some work to do. In particular weapon and shield equipment slots. But it’s going in the right direction!

You can already walk through multiple generated levels, kill monsters and die. Hopefully we’re able to get to the point of “minimum viable product” by the end of Day 3!

Ian started planning on audio, shifting through his vast library like the audio scholar he is. He even wrote a document detailing his plan!

Bill went about in a panic last night after seeing all the horrible things I do to the screen as I’m throwing in UI functionality. He stripped out the FOV overlay and tweaked things better, like he always does.


« Last Edit: March 12, 2016, 02:32:42 PM by PTrefall »

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Codename Shedload [7DRL 2016]
« Reply #2 on: March 11, 2016, 02:15:31 PM »
Codename Shedload - Day 3, 4 and 5
A lot has happened over the last couple days. We have spell casting, sound effects with different effect-sends based on the room type you're in, the inventory system is fully integrated with the UI, all UI functionality is in place and the graphical design of the UI is pretty much there... and we're adding game content!

Maurizio joined us yesterday (day 5) to help out with integrating content. Sebov has gone on tour with his band so he's out for the remaining part of this 7drl. But, no time to waste here! Back to work!

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Darkyr [7DRL 2016]
« Reply #3 on: March 12, 2016, 02:34:51 PM »
We just entered the final 24 hours of the contest. Time to truly embrace the grind! No time to type up lengthy blog post...

Gavin Philips joined us on writing, and Petur Agust will help out this final evening with some final art adjustments as Bill has been out (readying for GDC) since thursday.

Wish us good luck!

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Darkyr [7DRL 2016]
« Reply #4 on: March 13, 2016, 02:30:12 PM »
Success!

Family life is getting my way of releasing the game today though, so I will have it out tomorrow morning.

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Darkyr [7DRL 2016] - SUCCESS
« Reply #5 on: March 15, 2016, 03:17:05 PM »
Download now available!
https://ptrefall.itch.io/darkyr

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Darkyr [7DRL 2016] - SUCCESS [hotfix 2 released]
« Reply #6 on: March 16, 2016, 02:01:09 PM »

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Darkyr [7DRL 2016] - SUCCESS [hotfix 3 released]
« Reply #7 on: March 17, 2016, 11:18:37 AM »
Hotfix 3 released. This makes the game much more playable. Fixed ridiculous loading times for some levels due to a broken encounter spawn system and misc minor tweaks to overall accessibility.
https://ptrefall.itch.io/darkyr

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Darkyr [7DRL 2016] - SUCCESS [hotfix 3 released]
« Reply #8 on: March 18, 2016, 10:56:22 AM »
Hotfix 4 released. Should get rid of the last freeze on loading later levels (level 5 in particular).

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Darkyr [7DRL 2016] - SUCCESS [hotfix 4 released]
« Reply #9 on: March 18, 2016, 11:09:42 AM »
Let's play video released by our sound designer: https://www.youtube.com/watch?v=NjW7fIDr-xo

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Darkyr [7DRL 2016] - SUCCESS [hotfix 4 released]
« Reply #10 on: March 19, 2016, 08:30:31 AM »
Let's Play video released by Rogueliker:
https://youtu.be/5xcpj2QgxnA

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Darkyr [7DRL 2016] - SUCCESS [hotfix 4 released]
« Reply #11 on: March 20, 2016, 02:40:13 PM »
Darkyr was featured in PC Gamer.

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Darkyr [7DRL 2016] - SUCCESS [hotfix 4 released]
« Reply #12 on: March 24, 2016, 06:54:40 AM »
Rogueliker played some more Darkyr: https://youtu.be/IfzAuf7qhwA?t=5946

PTrefall

  • 7DRL Reviewer
  • Rogueliker
  • *
  • Posts: 94
  • Karma: +0/-0
    • View Profile
Re: Darkyr [7DRL 2016] - SUCCESS [hotfix 4 released]
« Reply #13 on: April 10, 2016, 08:14:41 AM »
Jupiter Hadley did an LP of Darkyr: https://youtu.be/1Ir-rhiAbcs?t=15m33s