Or ignore this and make your own thread :P Best of luck to everyone
I'll be writing this in C++ using SDL (along with image, gfx, and mixer), GLEW, and Boost. Oh, and I'm using libfov and Richard J. Wagner's implementation of the Mersenne Twister. As I said, the rest of the code is my own generic engine code, updated earlier tonight to actually work, and the very beginning of a roguelike engine I started a while back.
This is my second 7DRL challenge, after Madness in 2010. This time I
will be using Lua and libtcod. My starting inventory: some design
notes, and libtcod Lua bindings (modified donblas's SWIG wrapper).
Starting now at 7.00pm, Adelaide Australia.
This will be my fourth 7drl, and this time Im going to break my trend of fast CTF style games and go with a much more genre adhering crawler, because that was basically the only thing I scored low on last year.
The game will be called "The Man in the Mirror", and its main feature will be a dual personality player who can trade places with his evil alter ego by switching over into a dark haunted mirror of the real world.
I will be using the engine and many of the image assets of Rogue Assassin, which came out at the release party last year. I intend to put as much effort into the appearance and atmosphere of the game as possible - and attempt to really breathe some life into the frozen timesliced worlds that roguelikes tend to be.
Best of luck to everyone else!
Anyway, it's 12:23am here, so I'm going to start coding and give this
competition a try. I'll be using Python with libtcod.
No title yet, still working out the idea for the game. I'm kind of
thinking a gothic/steampunk/fantasy/horror theme.
Good luck everyone! I'm looking forward to seeing what everyone comes
It will all be written in Java and I still have not decided what use,
but we will see I guess.
Good luck to everyone else, I sure know I will need it. :D
I did an hour of jiggling last night before settling on what I want to
do. I'm gonna properly start now, and finish on Thursday (since I'm
unavailable after then).
I'm scrapping my original plan for a sequel to Unstoppable and going
with a new idea - Broken Bottle, a post-apocalyptic game set down a
mine-shaft. You control a depressive alcoholic struggling to make his
way to the surface. Its intended to be gritty and emotionally
challenging, but ultimately may end up just camp and cheesy.
I shall be using DarkGod's T-Engine. This is in spite of having no
experience with it or Lua :/ We'll see how that goes... If I fail
to make any headway after a couple of days then I'll switch back to
Free Pascal and make the Unstoppable sequel in the remaining time. If
I made Unstoppable in 4 days I can do a sequel in 3, right...? :D
All the best to everyone taking part. Remember not to aim too high,
and try and get something at least playable out the door :)
Hopefully we'll have another record batch of new games to play at the
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!
Starting now, Saturday at 10:00AM CET on a yet-unnamed 7drl written in
haxe & using a modified haxe port of the popular Flixel game library.
-Ido & Corey.
Oops, it's 12AM not 10...
Arg, 12PM! Stupid AM/PM system...It's noon not midnight.
Good luck everyone!
Glad to see I'm not the only person who'll get a late start, also on
Monday. I'll use the next two days to try and have a complete flow
design / checklist to work from by the time I sit at the keyboard. I
dont have a name for it. It's fairly ambitious but i think I'll finish
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.
Well, I guess I'm in. :)
My entry is going to be Gourmancer, a short-ish roguelike about being
what you eat. Hopefully as fun to play as it (probably) is to make.
I'll be using Python and libtcod, which is apparently really popular
this year. I'll be starting 10:00 AM GMT-3, in about 15 minutes.
Good luck to everyone. :P
I'll try using Silverlight for this, but you never know, that might change...
I'm taking a break from art-oriented non-roguelikes to push for
something completely traditional. There exists a dungeon. You go
into it to kill the vicious orcs. That is all.
Title: Vicious Orcs (Not to be confused with the slow moving Viscous
Engine: libtcod + Smart Kobold
It's 9:20AM local, and my (unnamed) RL will be in Objective-C, use SDL,
and will be based on the old Robots/Daleks game with an added twist or
You can find it announced with it's storyline here...
Libtcod has a .NET version which is rather splendid.
This sounds like fun. Good luck!
- Geoffrey White
I rwad that the rules this year state you can start any time saturday or
sunday and finish 168 hours later. If that's the case i am offiially
starting at the latest possible time sunday night. I dpnt have a PC and
its going to be monkeys up the ass busy in college this week, and
saturday and sunday will be my only actual moments of extended periods
of time available to code. My total time where i can spend five or more
hours coding without interruption equals thirty seven hours. I wonder if
thats comparable to others' schedules?
hopefully the simplifications ive settled on will make the game doable
in the limited time i have. im going to springboard off my kobold mines
version 2x3 for windows code, so control handling and output wont need
to be recoded. Im doing it all in C using PSPad and MimGW, the standard
windows library and i think my own ansi graphic curses replacement but
cant remember (havent seen 2x3 in some time).
One thing ill do to simplify is use memory like normal people do.
Instead of cramming bits ill be giving myself room to breath. That frees
me from having to write dozens of lines of bit-manipulating code just to
shave a few K off the map data. If there is unused space ill just let it
fly and use it in a sequel, or beefier post-contest version, or other
OK, what's the gimmick?
You play as a dragon, trying survive from a mere wyrmling all the way
to a great wyrm. The activities of a dragon's life are many, for two
millennia is a long time. Deal with pesky adventurers, fend off other
dragons invading your territory, and, of course, gather a huge hoard
of riches in your home lair.
I'm coding in C++ and using libtcod.
I'll try to post about my progress on my blog during the week.
Sounds interesting - I will look forward to it.
- Geoffrey White
We've (Jason Makay and K. Drew Saxton) just started our 7DRL project
tentatively entitled "Scavenger: Throat Cutting for Fun and Profit."
The player gathers treasure on an active battlefield while outwitting
or defeating other scavengers and the wounded soldiers of the engaged
Currently we primarily use Python and Pygame for development.
GridFolk will be a multiplayer roguelike. I'll be using python,
libtcod, and podSixNet python TCP library. My goal will be to make a
crafting/building world with a focus on PVP interaction.
I will be beginning work on my 7DRL at 11AM Sunday morning (Adelaide
time). I will be writing it in C++ and libtcod. My game is called God
of Change, where species of monsters begin as blank canvasses that
interesting and powerful traits are randomly assigned to by an evil
Can you survive tornados, fires, and disease to build a successful
farm? Farm your way to victory in FarmCraft! Till the earth, plant
crops, and sell your accomplishments to upgrade your farm.
FarmCraft will be available as shareware for Windows, and the full
version will cost 97 cents.
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?"
I thought the whole idea was to write a rogue-like in 7 days from
scratch. If you are starting out with a codebase that you have already
been working in, it almost seems like cheating. I mean, it's not
*really* a 7 day rogue-like, if you've been working on it since last
year. Is it?
Please don't take it personal, it's not meant to be, my question is for
everyone who is not starting from scratch.
Why bother, if you're not going to follow the rules?
starting sunday 11am australian eastern time with python and libtcod!
In my own case, I've already got a @ walking about a map (about 200
loc), and I'm using the competition as a much needed kick up the arse.
Goal is to get something to work. A little "@" symbol running around,
with walls, maybe some gold and monsters.
If I get lucky and the basics work, I will extend the goal to provide
10 levels the player must go down to kill the big boss.
Good luck to all. My progress will be posted on my blog -
- Legend of Angband
That makes sense. :)
Considering my track record, I guess I deserve that :>
Anyways, a good first day done! I think I have a big portion of the
technical component of the game roughed in. Hopefully by the end of
tomorrow I can focus on balance and polish.
Town portal spell is in and works. Yay! Shopkeepers are proof-of-
concepted (Sorry, Crawl style, not Nethack) and need to be fleshed
out. Then itemization and mobization.
I myself am coding almost everything myself with only malison to
help with the displaying it part. If people want to ruin the
experience for themselves by not making a new game in 7 days that is
fine by me. Honestly though from my point of view the fun of this is
making a game from scratch while knowing that others are doing it with
you and against you. Then again I think losing is !!FUN!! and don't
mind if I do not manage to make it all the way because at least I
tried my best. I have my "@" moving and my code compiling so what if
others don't want to share the experience with me.
On Sunday, March 6, 2011 3:20:46 PM UTC+10:30, Akhier wrote:
> On Mar 5, 7:20 pm, Todd Carnes <toddc...@gmail.com> wrote:
> > 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?"
> I myself am coding almost everything myself with only malison to
> help with the displaying it part. If people want to ruin the
> experience for themselves by not making a new game in 7 days that is
> fine by me.
Ive been a roguelike dev for 4 and a half years now - Ive pumped out enough @ walking around games and feature test demos that when it comes time to make something from scratch... again... all that the 7drl becomes is a challenge to myself to see how fast I can reinvent the wheel.
I want to make game in 7 days, not hammer out the same code I have 1000 times over.
Jana Reinhardt and me now start to develop our entry. It's 11:00 AM,
Sunday, here in Germany. We use Unity3D as the game engine, so it will
have 3D graphics. We are inspired by some board games, like Carcassonne or
Hero Quest, and want to capture this feeling.
As this is our first roguelike ever we're really eager to see where we
will get with this in seven days only! It's also the reason why our game
will be a pretty basic roguelike: You play a dwarf in a mine, killing
monsters as you delve deeper and uncover the strange things that are going
on. Name is not yet decided.
There won't be "giant rats" in our game.
I forgot to mention that I will reuse some generic code, like an
implementation of A*, from older projects. Nothing serious, because, as I
said, this is our first roguelike.
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 :)
I don't think you should get caught up on "rules". This is after all
for fun and personal accomplishment. Many of the games produced in
the past ain't exactly roguelikes either.
Besides, the rules do say you can use existing code if you wish.
Almost everyone that's written a roguelike before (or started writing
one) will use existing code. Even those that haven't worked on a game
before might use existing public code or things like libtcod. It
saves time doing the nitty gritty and helps you get onto the fun part
of real game design.