7DRL, title to be determined

Skip to first unread message


Mar 7, 2010, 10:03:50 PM3/7/10
Using C++ and libtcod, I will step into the arena of the 7DRL

This is my first roguelike, so I'm not aiming very high at the
moment. I'm planning for this game to be more team and tactics based,
rather than the player being a one man army.
Things to expect:
* AI partners that aren't too dumb to live.
* Simple, tactical, and hopefully fun combat.
* Simple magic.
* Magical artifacts.
* A last boss with a MacGuffin.
* High mortality rates.

Things not to expect:
* Experience and leveling up.
* A lot of ordinary items and equipment.
* Fancy effects.

It is 9 PM on Sunday, March 7. And so I begin.


Mar 8, 2010, 12:47:26 AM3/8/10
"Almost midnight" is probably a nice arbitrary time to report my
progress. Given that it hasn't even been three hours, I don't have
much done, but I'm proud to say that I have my game loop set up, but I
don't have an @ walking yet.


Mar 8, 2010, 10:28:41 AM3/8/10

excellent start :)


Mar 8, 2010, 6:54:34 PM3/8/10
After running into a bunch of linker errors, I realize that I don't
remember C++ as well as I'd thought. Java spoiled me on a lot of
that, I guess. I've got that figured out, so now things are working
again. Hopefully an @ will be moving by tonight.


Mar 8, 2010, 7:50:56 PM3/8/10
I have an @ standing around. Yay?


Mar 9, 2010, 12:38:22 PM3/9/10
Next year, I'm definitely going to have a framework set up before the
competition starts. This is hard work for a newbie.


Mar 10, 2010, 7:03:16 PM3/10/10
I took a day off yesterday from coding because I was getting depressed
about my lack of progress. It made sense at the time.

And I came up with a title for my game! It's an idea I had a while
ago, except I'm adapting it to my current plans. The basic deal is
you go up a tower, collecting the magic artifacts in the tower and of
course killing stuff. When you reach the top of the tower you unlock
the basement to the tower, where there's a demon sealed away. In my
original plans, you could just leave with all your treasure at this
point. We'll see if that ends up getting in here.

Anyways, I have an @ moving around and not moving through walls, and
I'm about to add the allies and monsters and the combat. "About" is
kind of vague, but hopefully it will happen by tonight.

Hoping I don't fail ;)

Required field cannot be left blank

Mar 10, 2010, 9:49:59 PM3/10/10
Hey Matt,
don't give up! Think about two nice features, that you like. Think
carefully about how they should be made, and how they could make a
nice gameplay. Like "Tower", "Magic Artefacts", "multiple types of
magic", "wearable/wieldable things", but keep in mind, that only two
must suffice. Then code your walking @ and these two features and make
them work. Keep things simple (messagehandling got me in my attempt),
and don't underestimate the complexity of a world, where items can lie
on the ground, monsters have intelligence, some items too, magic can
cast strangest effects, that work delayed, and so on and so on. What
i'm trying to say is: plan on something that you think you can finish
in half the time left. Maybe simulate soome zen in robotfindskitten
(thats a roguelike you should definitely try now, gives the idea how
tiny rls can work). But if you make kittenfindsrobot and suceed with
that, you owe me a beer, cause i want to do that. I already have an
advanced kitten autofinder.

Good luck!


Mar 10, 2010, 10:16:53 PM3/10/10
Thanks for the kind words. I plan on continuing to work on this until
Sunday. Never give up, never surrender!

I decided to wait on the ai stuff, and I put in field of view. Except
now everything is black... I'm not entirely sure why, since the
monsters are drawn after the terrain and aren't subject to FOV yet.
So my @ should still be visible :|


Mar 10, 2010, 10:52:59 PM3/10/10
I fixed the FOV "issue". I don't really get why it didn't work
before. I think it has to do with the default colors not
automatically being put on the console, or something. Don't really
care now that my player can see!


Mar 11, 2010, 10:32:23 AM3/11/10
Honestly, looking at my stated goals, I think this is all reasonably
doable in the time remaining. I've got homework tonight, but I'll try
to get dungeon generation in.


Mar 11, 2010, 11:33:31 PM3/11/10

Shockingly, I didn't actually get dungeon generation in. I'm 90% of
the way there; I have my BSP set up, and I know what to do with it,
but I haven't put in the code to use it to make rooms.


Mar 12, 2010, 11:11:36 PM3/12/10
I think I'm going to have to cut out artifacts and magic(which was
probably going to require artifacts), which is a shame because it's
something I've always been interested in. So my final game will have
a tower with some floors, monsters to fight, and a demon boss at the
top. Without magic, I'm not sure if I should implement heal by wait
or not. If I do include it, then I need to make sure that the player
doesn't just camp around whenever someone gets hurt, since there won't
be a food system. If I don't include it, I need to make sure that the
player can reasonably avoid injury. Anyways, I will hopefully be able
to focus more on making the combat interesting by cutting the scope of
what I have to do.

Oh, and I'd better make a title screen. And a victory screen. I've
definitely neglected that.


Mar 13, 2010, 3:32:19 PM3/13/10
I'm going to go ahead and leave at this point. It was a fun attempt,
but ultimately anything I produce in the time remaining would be a
tech demo. I've learned a lot from this one attempt, though, and I
plan on entering again next year with a framework already made.

Congratulations to the people who finished the challenge!

Reply all
Reply to author
0 new messages