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7 day rogue-like challenge


karri

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Wookie mentioned that he might take part in a programming competition.

 

This was inside another thread.

 

I am really too busy nowadays so it would be relaxing for me to participate as well. Is anyone else in need of a competition?

 

The rules are simple:

 

168 hours to write a complete rogue-like game.

Only eternal fame if you can finish a game.

The end of the competition is on 16th of March, 2014.

 

In the discussions a rogue-like has:

- randomly created content

- you should be able to die (loose game)

- build up your character

- different kind of monsters/opponents

 

What is a 7DRL?

A Seven Day Roguelike is a roguelike created in seven days. This means the author stopped developing it 168 hours after starting.

The idea behind 7DRLs is forcing developers to finish a showable product instead of adding features endlessly to their grandiose, never to be released projects, a common pattern in the roguelike development world.

Incidentally, they are also useful as a way to test new ideas as non-traditional, experimental, scrapable roguelikes, thus allowing the genre to expand beyond its barriers.

You are welcome and encouraged to write a 7DRL anytime you want, as a great exercise to increase your odds as a sucessful roguelike developer; however, in 2005, the roguelike community established a yearly event, the 7DRL Challenge, in which all the world is challenged to create a roguelike in a one-week span.

The annual event occurs during a week in late February or early March. There is a chance that some other challenges may arise out of schedule, thus allowing more than one challenge per year.

7DRL Challenges are NOT about being a /fast/ coder, but rather proving you can release a finished, playable roguelike to the world. There is no winner of the challenge, but rather all those who finish are honoured for their work, the criterion is completeness.

Event rules

  • You CAN use external libraries, game engines, pre-existing generic code/algorithms, pre-existing generic art, etc. You can even start your game from an existing game, if you are willing to turn it out into something unique, you must however say what resources were reused.
  • It is allowed and recommended to have a rough design idea of your project before starting

How to participate into the challenge?

  • After the initial date chosen for the challenge, post your starting development notice on rec.games.roguelike.development
  • 168 or less hours after this initial post, post your results on rec.games.roguelike.development; if you were sucessful, post your announcement on rec.games.roguelike.announce
  • The challenge is always Saturday to Sunday; if you start after Sunday you will have less than 168 hours as in-challenge 7DRLs must be completed by the closing time. You can still use 168 hours and have a normal, out of challenge, 7DRL, however

 

Some screenshot of previous cool entries.

 

post-2099-0-22525900-1393833582_thumb.png

 

post-2099-0-87436800-1393833616_thumb.png

 

post-2099-0-93697300-1393833634_thumb.png

 

 

I am not interested to be there alone on the Lynx platform but in case some others sign up I might give this a try.

 

--

Karri

 

 

 

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Having a rogue-like on the Lynx has been on my wishlist for years now... I tried to accomplish that when I started wyvern tales before it went overhaul and became a FF clone..

 

I could start off something pretty fast nowadays with all the code sitting around, but im also too busy with work to take on another project. I'm actually looking forward to a moment where I can create some generic template for adventure/rpg games for the Lynx. Maybe summer time for me, though with the upcoming 25th anniversary I might wanna focus on something else

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I want to do it. I'm using the comptetition as the deadline for me finishing my HLAKit compiler enough that it can compile a runnable Lynx binary. I move the docs to a new location https://wookie.github.io/hlakit you can track my progress on https://github.com/Wookie/hlakit I've got the scanner working again. It can fully tokenize a game and does preprocessor #define replacement, macro replacement, #include, #incbin, and successfully builds a config object from the target specific preprocessor directives. It spits out a token stream and symbol table suitable for the parser stage. I'm currently trying to get the parser working.

 

The difficulty I'm having comes from the fact that I'm trying to engineer this in such a way that the compiler supports multiple targets. That means that the preprocessor config directives change, and the assembly opcodes change depending on the target specified. I'm just trying to get the atari-lynx-mos65sc02 target working. I think I've almost got it. Once the parser works, the code generation phase is straight forward.

 

Anyway, I've got a sprite set already put together for my rogue-like. I've also got a gameplay mechanic I've been wanting to try in a game for a long time. It's going to be a rather traditional rogue-like. I hope I can get HLAKit done in time.

 

-wookie

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I'd take something like this if it could be jury rigged to use Lynx libraries:

http://bcx-basic.sourceforge.net/

This may be a dumb question, but I suppose you could not handle such a project? Atm it seems like nobody is trying to get BASIC on the Lynx, which is a shame, but I don't even know how great the coding skills need to be to do such a thing.

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This may be a dumb question, but I suppose you could not handle such a project? Atm it seems like nobody is trying to get BASIC on the Lynx, which is a shame, but I don't even know how great the coding skills need to be to do such a thing.

 

I just posted a note about how I work in the Pier Solar/Jag topic. I know it seems like I'm being one of those idea people. Mostly when I go into crazyland and start spitting out ideas and links it's to jog my memory later when I can implement such things. So, not so much up to the task now.. as long as AA stays around I'll be bound to revisit this topic and reconsider my ability to take it on :)

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Not really. It will be based on a pretty old concept from 1971 (Star Trek). Just rewamped into a different surrounding.

 

What I want to experiment with is palette tricks and the very seldom used special XOR abilities of the Lynx graphics hardware.

 

The gameplay itself will be decision making of when to use AOE, single target dps and healing. In addition to this you need to build up the character to tackle multiple bosses at a time.

 

The crosshair works for single target dps.

 

And the mission is to disarm a ticking bomb before it blows up. If you can find it and also the instructions of how to disarm it...

 

The locations, instructions, who is lying and who is not will be randomly generated for every play. The available weapons and how to find them will also change. As well as night/day.

 

During development the time will be very tight. So all ideas are frozen tomorrow as well as the design.

 

I also don't waste time blogging during development. But you will get a playable game posted here next Sunday 9 days from now.

--

Karri

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I applaud your plans. If I can do small things to help, please let me know. I cannot commit to much time, as I have major preparations to do for a conference. But small things might fit in.

Your idea of an RPG sounds pretty unique (even though it might be based on an existing idea). Not even close to what I would have thought of. Very nice. Go for it!

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Thanks!

 

I just signed up. Which means the game is available next Saturday morning around 9 am (Finland time).

 

If someone is interested you can follow my commits on https://bitbucket.org/karri/shaken

 

The registration is up and running at http://7drl.roguetemple.com/ in case someone wants to try to meet the challenge.

 

--

Karri

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Most of the game was coded on the weekend:

- game creator - done

- world map - done

- bioscan - 60% completed

- locations - 60% completed

- fighting mechanisms - 60% completed

- clue system - 50% completed

- disarm bomb - done

- intro - done

- prologue - done

- player stats - 0%

 

Once I get all these to "done" status the game itself is playable. I believe this will be on Wednesday.

 

Then there are three areas I could focus on:

1 - tuning the play time, challenge level and powerups to keep the game interesting

2 - improving on the graphics and sounds

3 - creating intros and prologues

 

Is there someone out there who could do playtesting on Wednesday? Deadline for the results on Thursday morning. (Friday is reserved for bug fixing only.)

 

What I need to know is:

- do the enemies hit you hard enough

- do you hit the enemies hard enough

- build speed of your character. ( how many single target enemies do you need before you have enough energy to win a mob )

- healing speed ( while making love ;) )

- how much time should the game take (before Big Badaboom!). ( range 10 - 30 minutes )

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Sure, I can do some play testing. I should be doing the same for Ninjabba and his Wyvern Tales. But with the different timelines and hard deadline you've got I'd hate to see no testing (because of a lack of participants for testing maybe?)

So, if I can help out there you know where to find me. :)

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