> Last year the newsgroup got a tad flooded by announcement posts. This > year I propose that everyone reply to this thread with their > announcements, so we can keep track of entrants a little easier.
I am starting work on Rook. It is 11:15 PM here. I am using C and ncurses, with a small chunk of color initialization rigmarole that I drag from project to project as a starting point.
The game will forbid all moves that lead to death within a turn. Failure will result, as in chess, only from the exhaustion of all valid moves. Other than the extended failure condition, the game will function like a roguelike, having items, hitpoints, and permadeath.
> On Mar 4, 8:46 pm, Darren Grey <darrenjohng...@gmail.com> wrote:
> > Last year the newsgroup got a tad flooded by announcement posts. This > > year I propose that everyone reply to this thread with their > > announcements, so we can keep track of entrants a little easier.
> > Or ignore this and make your own thread :P Best of luck to everyone > > regardless!
> > -- > > Darren Grey
> Ah sod it, I'll take part. :p
> I've been bumbling about a new RL for a year or so now without getting > much done in it other than a @ walking around a map. So I should take > this opportunity to actually write the damn thing.
> It will be a trad roguelike, called Stygia, inspired somewhat by > Frozen Depths, BRogue and Crawl, and I'll be starting it TOMORROW @ > noon UK time.
> I'll be using C# & Libtcod.
> P.
Due to it being a nice sunny day, and footie being on, I decided not to start until 6pm UK time (i.e. in 19 mins time).
Todd Carnes <toddcar...@gmail.com> wrote: > On 03/05/2011 01:13 PM, gabriel arthur petrie wrote: > > im going to springboard off my kobold mines version 2x3 for windows > > code, so control handling and output wont need to be recoded.
> This is not aimed at you personally, Gabriel, but I noticed that many > of > the people who say they are going to play are going to be using old > work > that they have already been working on, re-working last years entry, > etc.
> My question is... "What's the point?"
Really now Todd, if that's how you feel:
1. Dont use libraries or includes someone else has written 2. Dont use a mnemonic someone else designed 3. Dont borrow from a game that somebody else borowed frim numerous times an made a whole genre out of it
No, really, if you want to draw a line draw it closer to home: dont come at me personally over something you insist is impersonal. If your instincts tell you to pick it with someone else, just do so.
The lack of logic in your attack barely astounds me.
Kristopher Saxton <kristopher.drew.sax...@gmail.com> wrote: > The player gathers treasure on an active battlefield while outwitting > or defeating other scavengers and the wounded soldiers of the engaged > armies.
This sounds epic. I really want to play this when its done.
I've wanted to participate in the 7drl contest for a few years now but school always seems to get in the way. I just got accepted to grad school so I don't foresee the next few years being any better so I figure I might as well take a stab at it now. Hopefully I can make the time to actually finish something. That said I will place my school projects and research as my first priority so I wouldn't be the least bit surprised if I don't make it past the famous walking @ demo.
Anyways, I'm planning on doing a capture the flag roguelike. Each player will have a few stats that affect movement and chance to be captured, and you'll get to choose your teammates. Once (if) I get the basics of the game working, the interesting part will be the AI. I plan on using potential fields to control all the computer players. If I get really ambitious I might code up some genetic algorithm to learn the best weights for the fields, but I highly doubt that I'll ever get that far. I'll be working in Java, drawing upon my own roguelike library <a href="http://code.google.com/p/jaderogue/">JadeRogue</a> for most of the roguelike mechanics like field of vision, map generation, etc. My ultimate goal is to get some interesting multi- agent AI code out of this that I can then turn around and put into JadeRogue. Wish me luck!
21:49 in Warsaw. A roguelike, written Java, primary target: common mobile phones (j2me), secondary target - browser (gwt). Using a small utility library of my own, not really targeted at roguelikes.
For a couple of years I wanted to make a pacman roguelike and never got around to it; I know of Tim Pruett's version, but I envision something more roguelikish. I'll see how it goes.
Life shows that the biggest challenge in making a roguelike is actually finishing it. 7drl is meant as a fun exercise in the very act of releasing a playable game. Using premade libraries does not make that part any easier, as proven by last years' results. Filip Dreger
On Mar 5, 10:39 pm, Nik Coughlin <nrkn....@gmail.com> wrote:
> Saturday 5th March 10:38pm NZST
> Just about to fire up Visual Studio and create a new project.
> It will be a homage to Seth Able Robinson's Legend of the Red Dragon.
> Good luck everyone!
Well, I have a name and story. Playable demo in the next day or two.
Legend of the Cheese Golem
The village is renowned throughout the lands for its high quality cheese, sourced from its legendary cheese mines. However the mines are necessarily far from the village, the dense forest between the village and the mines being overrun with all manner of dangerous creatures. Due to the hazards of transporting the cheese back to the village the local sorceror fashioned a huge golem out of (what else) cheese to help protect the cheese wagon during its trips to and from the mines. Unfortunately something went wrong and the golem turned on the villagers. It now mindlessly guards the cheese mines and the supply has almost dried up... someone has to do something, and that someone is you.
I'll begin work at my 7DRL in about one hour, at the latest possible legal moment by local time, midnight to Monday, giving me an easy deadline to remember next weekend.
This year my theme will be lighting as a gameplay element, separate from FOV. Still haven't thought of a name, but I have a few ideas for the gameplay. We'll see how it works out.
I'll be working in Common Lisp with libtcod, using Paul Sexton's bindings. My familiarity with the former is mostly academic, so that might be interesting. Beyond already having experimented with SBCL to work out how to use libtcod and produce binaries, I'll be starting from scratch.
Hello, It's Sunday, 23:40, and I'm joining the 7DRL competition for the first time. The title of the project is Piraten and in this game you are a chief of a pirate crew which wanders through an archipelago in lust for gold and fame. Some things I'd like to include: sea ship-to-ship battles on the wilderness screen on-board melee battles (experimenting with an alternative fight engine where not only your statistics are taken into account, but also your moves) career style you start with a small raft and a bound of outlawed fishermen, then you steal bigger ships, gain new skills, hire more deadly crew etc.
I'll be using Python with the libtcod library. What I have before the start is some pre-written code on the main parts of the game. Prepare your sabres!
On Mar 6, 8:41 pm, corremn <corr...@gmail.com> wrote:
> Ok I will announce that I am starting a 7drl but I wont start until > Monday. So I guess I have until the end of the comp to get something > going.
> Title: Inversion of Control
> Plot: You are a small dog/cat. You lead you feeble human "master" into > the dungeon for some TBA reason. Basically you help him kill stuff, > find items for him, steal from shops for him and basically keep him > alive. Hopefully you can keep fed and grow bigger.
> Lets see how far I get this time. Troll Slayer was written in 4 days. > Hopefully I will have at least 5 days to work on this :)
> Life shows that the biggest challenge in making a roguelike is > actually finishing it. 7drl is meant as a fun exercise in the very > act of releasing a playable game. Using premade libraries does not > make that part any easier, as proven by last years' results. Filip > Dreger
I would like to thank Filip and everyone else who took the time to answer my question.
There were many people who responded, but Filip's quote, above, seems to pretty much sum it up.
On 03/06/2011 01:53 PM, gabriel arthur petrie wrote:
> No, really, if you want to draw a line draw it closer to home: dont come > at me personally over something you insist is impersonal. If your > instincts tell you to pick it with someone else, just do so.
I most definitely did *NOT* attack you. In fact, I specifically went out of my way to explain that I was not directing my question at you personally, because I didn't want you to take offense.
I could have responded to just about anyone in this thread and the question would have been the same.
Out of all the people who responded to my question, why are you the only one who didn't "get it"?
Just the same, I do thank you for taking the time to respond.
Nik Coughlin <nrkn....@gmail.com> wrote: > On Mar 5, 10:39 pm, Nik Coughlin <nrkn....@gmail.com> wrote:
> > Saturday 5th March 10:38pm NZST
> > Just about to fire up Visual Studio and create a new project.
> > It will be a homage to Seth Able Robinson's Legend of the Red > > Dragon.
> > Good luck everyone!
> Well, I have a name and story. Playable demo in the next day or two.
> Legend of the Cheese Golem
> The village is renowned throughout the lands for its high quality > cheese, sourced from its legendary cheese mines. However the mines are > necessarily far from the village, the dense forest between the village > and the mines being overrun with all manner of dangerous creatures. > Due to the hazards of transporting the cheese back to the village the > local sorceror fashioned a huge golem out of (what else) cheese to > help protect the cheese wagon during its trips to and from the mines. > Unfortunately something went wrong and the golem turned on the > villagers. It now mindlessly guards the cheese mines and the supply > has almost dried up... someone has to do something, and that someone > is you.
Todd Carnes <toddcar...@gmail.com> wrote: > On 03/06/2011 01:53 PM, gabriel arthur petrie wrote: > > No, really, if you want to draw a line draw it closer to home: dont > > come > > at me personally over something you insist is impersonal. If your > > instincts tell you to pick it with someone else, just do so.
> I most definitely did *NOT* attack you. In fact, I specifically went > out > of my way to explain that I was not directing my question at you > personally, because I didn't want you to take offense.
> I could have responded to just about anyone in this thread and the > question would have been the same.
> Out of all the people who responded to my question, why are you the > only > one who didn't "get it"?
> Just the same, I do thank you for taking the time to respond.
> Good luck with the contest.
> Todd
Troll
But ill ring in:
1. Your ideal that i somehow didnt "get it" reflects that you didnt read my response.my rebuttle was swift and complete. You selectively ignored it...
2. Selectively as supportedby further evidence that you play-favorite response wholeheartedly supported your malfeasance. So what.
3. Your a fucking retard. You have extraneous twists and turns upstairs that you keep intact for the sake of entertainment. Youve wasted my time. Leave me alone, please. I literally will not spend a further moment of my life responding to this identity. You're officially looking at a sock puppet's future.
> Last year the newsgroup got a tad flooded by announcement posts. This > year I propose that everyone reply to this thread with their > announcements, so we can keep track of entrants a little easier.
> Or ignore this and make your own thread :P Best of luck to everyone > regardless!
> -- > Darren Grey
"Regicide!" a 7DRL.
For oppression, crimes against humanity, theft, and general douchebaggery, a fictional king must be brought to justice.
Starting at 17:30 PST (GMT-8). Ripping bits out of last year's attempt, "Chompy!". Written in C using mingw and libtcod.
On Mar 6, 7:42 pm, Todd Carnes <toddcar...@gmail.com> wrote:
> On 03/06/2011 04:08 PM, Filip Dreger wrote:
> >> My question is... "What's the point?"
> > Life shows that the biggest challenge in making a roguelike is > > actually finishing it. 7drl is meant as a fun exercise in the very > > act of releasing a playable game. Using premade libraries does not > > make that part any easier, as proven by last years' results. Filip > > Dreger
> I would like to thank Filip and everyone else who took the time to > answer my question.
> There were many people who responded, but Filip's quote, above, seems to > pretty much sum it up.
Yes, it is an excellent quote.
And, thanks to Filip having generously signed the RGRD Wiki Project (call out to other lurkers: have you signed?) it's been added to the rule list on Roguebasin. -- Jeff Lait (POWDER: http://www.zincland.com/powder)
> 1. Your ideal that i somehow didnt "get it" reflects that you didnt read > my response.my rebuttle was swift and complete. You selectively ignored > it...
> 2. Selectively as supportedby further evidence that you play-favorite > response wholeheartedly supported your malfeasance. So what.
> 3. Your a fucking retard. You have extraneous twists and turns upstairs > that you keep intact for the sake of entertainment. Youve wasted my > time. Leave me alone, please. I literally will not spend a further > moment of my life responding to this identity. You're officially looking > at a sock puppet's future.
Basically I've gutted the entire game down to just the display engine (hand coded in python), and I'll use this as my "library" to build my new 7DRL project: GnomeSquad!
I'm going to keep it small, but the goal is to have a functional squad- based RL. Operate a squad of gnomes of varying classes (soldier, alchemist, engineer, banker..) as they journey deep into some sort of evil underground lair.