itch.iohttp://itch.iohttps://itch.io/t/3586399/grim-rejoiner-long-form-postmortem-and-general-musingsGrim Rejoiner long-form postmortem (and general musings)https://itch.io/t/3586399/grim-rejoiner-long-form-postmortem-and-general-musingsThu, 14 Mar 2024 09:25:41 GMTThu, 14 Mar 2024 09:25:41 GMTThu, 14 Mar 2024 09:25:41 GMTHi everyone!
Congratulations to everyone who took part. I failed miserably at keeping a daily devlog during the challenge, so now that the dust has settled I wrote a long-form postmortem on the development of Grim Rejoiner that mainly reflects on the role of a design doc in a 7DRL, as well as some of the specific approaches taken during the challenge. I hope you find it interesting!

A postmortem for a morbid game

Thanks,
Seilburg

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https://itch.io/t/3577613/emscripten-7drl-resultsEmscripten 7DRL resultshttps://itch.io/t/3577613/emscripten-7drl-resultsMon, 11 Mar 2024 16:05:00 GMTMon, 11 Mar 2024 16:05:00 GMTMon, 11 Mar 2024 16:05:00 GMTResults: Failure.   No game produced.

Didn't get to dedicate too much time this year, but I learned a lot about emscripten as a build target for C projects.  The plan was to simply take any previous 7DRL entry, build it with emscripten, and publish the results.   Taking C and turning it into javascript has a little extra shimmy and shake to do.   The first time I tried this I thought it'd be as easy and switching one and and firing it off. A nice little feature on the side. But no.   The tough part here is every library you want to use needs WASM binaries.  It's a different build target. It needs all the code.   SDL comes pre-packaged with the emsdk, which is great. But libtcod and ncurses do not and so you have to build them with emcc.   

A couple of days digging into what's previously been done with ncurses on emscripten tells me there's still work to do there. I'd love to dive in and help debug this thing, but a 7DRL challenge isn't the best place. Switching over to a different project that used SDL, I learned a lot about what needs to be done porting over code.   There's a couple ways of bringing over files to load, and I got one working. There's also extra shenanigans you have to pull when dealing with big loops, which... well I never got to the bottom of. 

In the end I got one screenshot of the initial screen before I had to kill it as it was eating 1GB/sec of ram.

If you want to make something, use tools you know. If you want to grow, use tools you don't.

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https://itch.io/t/3560150/piss-and-vinegarPiss and Vinegarhttps://itch.io/t/3560150/piss-and-vinegarMon, 04 Mar 2024 21:59:16 GMTMon, 04 Mar 2024 21:59:16 GMTMon, 04 Mar 2024 21:59:16 GMTI have very little time to spare this week, but I'm going to try and churn out a roguelike anyway. Fortunately I've spend a good amount of time setting up my own Roguelike framework in bad Javascript, so I won't have to worry about Dijkstas and Bresenhams. My main goal is to transfer the feel of the 2006 action game/immersive sim Dark Messiah of Might and Magic to the turn-based 2d roguelike format.

This means chaotic, swingy combat with a lot of interaction with the environment. Every fight should be a desperate scramble, but also winnable. I'm not quite sure how I'll balance that. The whole magic and stealth parts of that game won't make it over due to scoping, and I'll switch up the theme as well.

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https://itch.io/t/3554192/garden-spellGarden Spellhttps://itch.io/t/3554192/garden-spellSun, 03 Mar 2024 00:47:28 GMTSun, 03 Mar 2024 00:47:28 GMTSun, 03 Mar 2024 00:47:28 GMTYo!

I'm gruebite and this year I'll be making Garden Spell. A relaxing automata garden Roguelike. This is a bit experimental, but I'm excited to try it. The gameplay will consist of watching flora grow and propagate while learning spells to influence them. I have a rough picture of how it'll look, but I can't say much more until further along the iterative process. :)

I'll be building off a lot of what I've accumulated with my previous entries (Greedy Rogue, Shadow Dream). I'm starting development tomorrow evening and will post sporadic updates here!

Good luck everyone!

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https://itch.io/t/3576684/rogue-citadelRogue Citadelhttps://itch.io/t/3576684/rogue-citadelMon, 11 Mar 2024 07:01:12 GMTMon, 11 Mar 2024 07:01:12 GMTMon, 11 Mar 2024 07:01:12 GMTAnnouncing: Rogue Citadel! A Roguelike Deckbuilder where you are literally a rogue.

Rogue. Knave. Unscrupulous Charlatan. Purveyor of Skullduggery. Fight through the horde. Collect loot. Upgrade your skills and abilities. Destroy the Citadel.

Based on Slay the Spire clone tutorial series by GodotGameLab, which includes assets such as Kenney's tiny dungeon asset pack. Also used AI generated art.

Did not finish enough to consider it complete.

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https://itch.io/t/3560940/runner-a-cyberpunk-escape-roguelikerunner - a cyberpunk escape roguelikehttps://itch.io/t/3560940/runner-a-cyberpunk-escape-roguelikeTue, 05 Mar 2024 06:16:31 GMTTue, 05 Mar 2024 06:16:31 GMTTue, 05 Mar 2024 06:16:31 GMTThe computer ejects a disc labeled amulet.dat. You shove it into your black messenger bag and turn around to escape with your prize. The lights above you turn red and an alarm sounds. The quiet path you arrived by is now filled with dancing laser sensors and methodical patrol bots. In the distance you see an elevator to the next level, behind three layers of security force fields. You smash PLAY on your sonic implant and start running for the exit.

runner is a non-combat, movement-oriented roguelike. Your character is trying to navigate the space to achieve some simple objectives, unlock the exit, and get out before too much security arrives. While you can't fight directly, you will have a collection of movement options like wall running, running jumps, rolls, and maybe a smoke bomb or emp. You win by chaining together clever movement combos to outwit and out-run your methodical opponents.

I'm building in Typescript, using rot.js. This is my first game jam. Some years ago I wrote code more often, but I'm refreshing my skills after a long gap. 

You can find source here: https://github.com/drewww/runner

Devlogs to follow!

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https://itch.io/t/3560800/cvrl2CvRL:2https://itch.io/t/3560800/cvrl2Tue, 05 Mar 2024 04:41:15 GMTTue, 05 Mar 2024 04:41:15 GMTTue, 05 Mar 2024 04:41:15 GMTA sequel to my first 7DRL, CvRL - Play online at 

Gameplay video:

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https://itch.io/t/3553453/mystery-dungeon-hand-balatro-x-shirenMystery Dungeon Hand - Balatro x Shirenhttps://itch.io/t/3553453/mystery-dungeon-hand-balatro-x-shirenSat, 02 Mar 2024 19:05:02 GMTSat, 02 Mar 2024 19:05:02 GMTSat, 02 Mar 2024 19:05:02 GMTMYSTERY DUNGEON HAND

I've had an idea gestating for a while that I realized I wanted to make for 7DRL - the idea is to make a mystery dungeon style game (basically... a traditional roguelike) played through cards. But unlike other card action roguelikes like Slay the Spire or card-driven roguelikes(likes) like Forward: Escape the Fold or Card Crawl, I wanted to focus more on the deck itself and treat it like a "Room" that you encounter and "move" through. Then also trying to do things where you're seeding/upgrading a deck over time based on deck "primitives". It's maybe weird to explain but in practice I think works really well.

Another game worth mentioning that was a bit of an inspiration is https://store.steampowered.com/app/2338240/Searching_For_Rest/ - a (based on reviews) mostly unplayed game that I think has some really good design ideas in it.

So I put together some paper ideas for the game:



I don't expect too much of those docs to be legible, but thought they were fun to share anyways!

Dinghy

The other big part of this is that I'm doing all of the game in my own C# 2D game framework called Dinghy. It's a fully custom thing, built on top of Sokol + STB, and I think it's pretty cool. Here's some demo videos of what the engine itself can do:

The whole idea of the engine is that it's meant to be something like Heaps/Cermaic/HaxeFlixel but for C#. And it's specifically targeting trying to be able to quickly put games together with nice-to-have basics that can then tease out to be more robust. So for an example here's how easy it is to get a sprite on screen:

//Program.cs - seriously this is it
Dinghy.Engine.Run(new (800,600,"dinghy",
    () => {new Sprite()},
    () => {Console.WriteLine("update");}
));

It's got a fair number of nice things as well, including source-generated integration with Depot files and Heaps-style type-safe access to res/ files, meaning you can type-safely reference stuff like this (imagine you res/monster.png exists):

new Sprite(Res.Assets.monster) // no strings!

I'm using 7DRL to really put the engine through its paces for the first time, and am learning/adding a lot along the way already. Dev updates will probably be split between engine/game stuff as well to just talk about both as they evolve.

The biggest stretch goal for me for this jam is seeing if I can get it all compiling to wasm for the web. The tech stack allegedly supports it, but the compile toolchain for it all will likely need a days worth of time to even figure out if I can do it. But here's hoping!

Current state

Here's where we're currently at. I've got all the data hooked up with Depot which is populating the cards above:


I also got text rending working in the engine, but tbh on tying it up properly.

My current task is making the logic ECS proc properly in a card-action type way. Dinghy's backend ECS uses Arch so I'm tying into that a bit, but also doing some nice "I have access to Depot" type stuff for Logic event procing:

What this means is that from code I can then directly emit a "logic" event based on the type-safe logic triggers I get access to from Depot:

And then you can emit these events like:


What's nice is that again the logic event is type safe, so you can easily check Card keywords that respond to the logic events with a direct equality check, no strings required (they are literally the same "logic"!).

I'm excited now, but this is also the third iteration already of trying to get this stuff to work so I'm a bit in the doldrums of converting the old logic code to this. However once it's all setup, there's no code maitence required for incorporating new words/triggers. The only thing I'll need to do is just emit the logic even where it happens and everything else will just work as normal!

Off to coding, and hoping to report back more later tonight!

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https://itch.io/t/3566578/a-snake-on-a-plane-7drl-about-a-snake-and-a-planeA Snake on a Plane - 7drl about a Snake and a Planehttps://itch.io/t/3566578/a-snake-on-a-plane-7drl-about-a-snake-and-a-planeThu, 07 Mar 2024 10:54:25 GMTThu, 07 Mar 2024 10:54:25 GMTThu, 07 Mar 2024 10:54:25 GMTHi, All,

this is my entry for the 7drl  A SnakešŸ on a Planeāœˆļø - The Roguelike


My main goal is to actually to finish something playable

The Real goal is to show off my terminal library pyTermTk

Yes, everything is UTF-8 chars running on a Terminal Emulator (best viewed in Gnome-Terminator) using NerdFonts

I never made a roguelike before and jumping into the process from scratch is kind of scary and exciting. I am manually coding everything since I find easier at the moment apply any logic by myself than trying to understand/adapt blindly some third party code. Still, it is kind of daunting but definitely enjoyable.

I regret to not have prepared some standard libs (raymarching?) upfront. I am wasting too many days on basic roguelike routines.

3 days left, will I manage to do it?

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https://itch.io/t/3575419/save-the-goldSave the goldhttps://itch.io/t/3575419/save-the-goldSun, 10 Mar 2024 20:30:00 GMTSun, 10 Mar 2024 20:30:00 GMTSun, 10 Mar 2024 20:30:00 GMTMaybe a bit late to start a dev log here, but thought I'd share what i've been up to.

My idea was to cross a tower defense game with a roguelike. In this game you take the role of a troll that runs a dungeon with huge stash of gold. Hordes of humans and dwarves are storming the dungeon to get the gold and claim it as their own.

Youā€™re a troll thatā€™s amassed a grand fortune in gold. Trouble is word of your wealth has spread throughout the kingdom and now hordes of would be adventurers are storming your dungeon. Use your battle experience, magic spells, bombs, and projectiles to protect your gold stash at all costs!

It's playable in the browser over here. Saving is currently broken since I'm not serializing something properly. But,, since I wanted to hit the deadline, I figureed I could live with it. Let me know what you think, would love feedback or suggestions. Thanks!


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https://itch.io/t/3556293/sherwoodSherwoodhttps://itch.io/t/3556293/sherwoodSun, 03 Mar 2024 19:30:34 GMTSun, 03 Mar 2024 19:30:34 GMTTue, 05 Mar 2024 22:43:06 GMTRobin Hood meets real-time and stealth-based gameplay as you sneak your way through Sherwood forest.

Well, I'd been thinking of joining the 7DRL some years ago, And as luck would have it, I randomly checked the site a couple weeks ago and realized it was pretty near in the future. So I wrote down some design notes, and today I opened up my editor and started on the code and on importing graphics.

Day one. Basic movement, line of sight and fog of war. Tiles courtesy of OpenGameArt.org.

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https://itch.io/t/3554812/arcanists-heritageArcanist's Heritagehttps://itch.io/t/3554812/arcanists-heritageSun, 03 Mar 2024 07:49:31 GMTSun, 03 Mar 2024 07:49:31 GMTSun, 03 Mar 2024 07:49:31 GMTIā€™m making Arcanistā€™s Heritage, a dungeon-crawler where you travel around learning a lost language in order to cast spells!

Hereā€™s my day 1 devlog: https://avivbeeri.itch.io/arcanists-heritage/devlog/691663/day-1-revisiting-the-past

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https://itch.io/t/3554081/rogue-vampireRogue Vampirehttps://itch.io/t/3554081/rogue-vampireSat, 02 Mar 2024 23:41:30 GMTSat, 02 Mar 2024 23:41:30 GMTSat, 02 Mar 2024 23:41:30 GMTEDIT: This entry was successfully completed - check it out here:

https://numeron.itch.io/rogue-vampire


Hello!

My name is Numeron, and my entry for this year will (likely) be called Rogue Vampire.

I haven't exactly worked out the goal and drive of the full game just yet, but it will be a stealth focussed game with a protagonist that is a vampire - Lurking in the shadows, surprise biting and using an array of vampire tricks to advance around a ye olde fantasy location.

Full disclosure, I'm not starting from scratch - I've been at 7DRLs for a long time now, this will be my 16th entry! I typically use the bones of my previous year's entry - ripping out stuff I don't need and shoving in everything new. This year will be no different, I am using the 3D graphics engine from last year's Dungeon Cards, and the backing game engine of many previous years.

It's 10AM on Sunday at my location, so that's my deadline next weekend.

Best of luck to everyone!

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https://itch.io/t/3553237/derelictDerelicthttps://itch.io/t/3553237/derelictSat, 02 Mar 2024 17:31:07 GMTSat, 02 Mar 2024 17:31:07 GMTSat, 02 Mar 2024 17:31:07 GMTI spent the week before the jam trying to build out a basic Roguelike Vanilla Javascript one page engine. While it isn't finished, it had most of the basics I'd need to create a game this week. The premise for my game is actually going to be a formerly 20,000 word book I had started back in 2016. I feel like as a video game I'll be able to convey a lot of my ideas in a more structured manner than I could've in a novel, so really looking forward to implementing that into a game!

So far I've worked to enhance the "fog of war", as that was an aspect I was missing. After the first hour, I've got it implemented into the game to a level that's satisfactory.


So I'll call my first hour out of 168 a success so far! I think my next step will be to implement NPCs that can issue quests. 

Basic NPC logic and spawning implemented, as seen below with the "C". Now I just need to figure out a way to ensure they aren't blocking passages/stairs.


Well, it's 10:40pm here and I stayed up until 3am to watch Dune Part 2 late last night. Calling it quits for Day 1, but I got NPCs to randomly walk around the map and a good list of names for them too. Plus I have one NPC spawned with a specific name to be the primary provider of the main quest, so pretty happy with progress so far. I also have a rudimentary tile system in place so I can quickly shift between ASCII and a tile based system if I have enough time later in the jam to fully flush that out. 

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https://itch.io/t/3553609/rougepushRougepushhttps://itch.io/t/3553609/rougepushSat, 02 Mar 2024 20:04:37 GMTSat, 02 Mar 2024 20:04:37 GMTSat, 02 Mar 2024 20:04:37 GMTI am trying to make a rougelike using Bevy Engine: https://bevyengine.org 

Current look

First day is done, I've focused mostly on the look that I want to achieve, for now I am satisfied with it, now I want to implement command pattern which later on will be used both by player and by AI enemies.

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https://itch.io/t/3553040/ark-remnantsArk Remnantshttps://itch.io/t/3553040/ark-remnantsSat, 02 Mar 2024 16:00:58 GMTSat, 02 Mar 2024 16:00:58 GMTSat, 02 Mar 2024 16:00:58 GMTIn the shadowed expanse of space, the remnants of humanity's last hope drift silently—the Arks, colossal vessels once brimming with life and promise, now lie in ruin, shattered by an unforgiving alien onslaught. Among the stars wanders Aria, a young scavenger burdened by her family's colossal debt to the ruthless Forces of the Motherworld. Her fate, tethered to the debris of the past, guides her to the ghostly husks of these once-majestic Arks. But can she find the heart of the Ark, the artifact that would surely fulfill her debt and set her free?

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https://itch.io/t/3570234/dundledorfs-castleDundledorf's Castlehttps://itch.io/t/3570234/dundledorfs-castleFri, 08 Mar 2024 21:30:25 GMTFri, 08 Mar 2024 21:30:25 GMTFri, 08 Mar 2024 21:30:25 GMTHello! My submission for 7DRL 2024 is about finished. Dundledorfā€™s Castle is a small-scale roguelike with horror themes, drawing inspiration from the games Haunted House and 868-HACK.

This post is sort of a catch-all devlog for the week:

https://geoffk.itch.io/dundledorfs-castle/devlog/694595/7drl-devlog

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https://itch.io/t/3553071/electric-organElectric Organhttps://itch.io/t/3553071/electric-organSat, 02 Mar 2024 16:12:16 GMTSat, 02 Mar 2024 16:12:16 GMTSat, 02 Mar 2024 16:12:16 GMTTrade in your organs for cybernetic enhancements and save the retro future city from corruption. I'm going to attempt to dynamically generate the soundtrack with a software synthesizer library I've been developing. So far I have procgen mostly working and a first pass at a visual aesthetic.

End of day 1 blog post: https://www.gridbugs.org/7drl2024-day1/


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https://itch.io/t/3560236/sea-skimmerSea Skimmerhttps://itch.io/t/3560236/sea-skimmerMon, 04 Mar 2024 22:35:25 GMTMon, 04 Mar 2024 22:35:25 GMTMon, 04 Mar 2024 22:35:25 GMTThis time I'm making a pirate game : you play a pirate captain, sailing through the infinite-ish seas, looking for treasures and killing monsters...

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https://itch.io/t/3557841/tea-questTea Questhttps://itch.io/t/3557841/tea-questMon, 04 Mar 2024 02:48:49 GMTMon, 04 Mar 2024 02:48:49 GMTMon, 04 Mar 2024 02:48:49 GMTTea Quest: brew and battle through mysterious caves to find the Legendary Leaf. Development starts today, official end time of 8:30PM on March 10.

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https://itch.io/t/3553091/abaddon-a-7drl-about-revengeAbaddon - a 7drl about revengehttps://itch.io/t/3553091/abaddon-a-7drl-about-revengeSat, 02 Mar 2024 16:25:28 GMTSat, 02 Mar 2024 16:25:28 GMTSat, 02 Mar 2024 16:25:28 GMTAbaddon


You are given a quest for revenge, a demon horse and a sword called "Vengeance".

Now you must ride, up from hell, to seek revenge on those who wronged you.

Manage your finite health pool while also feeding blood to your sword and making best use of your horse companion's abilities.

Key mechanics:

  • A finite health pool, no regeneration at all
  • Sword of Vengeance gets more powerful with every blood of drop drained from your enemies
  • A demon horse companion, can be mounted for special combat maneuvers
  • Tactical combat with focus on environmental interactions

That's what I am aiming for at least :P

I have been building up a Angband Style engine for the last few months which I now adapted for this project.



Did a bit of sprite work, changed the layout of the start map, removed lots of attributes and simulations style calculations that I won't need for this game, tested all the rendering modes for basic functionality, fixed lots of bugs, changed the sprites of the player character, added a horse pet companion together with the first iteration of maneuver abilities ("Hooves of hell", "Pounding" & "Thunderclap"), added the "Sword of Vengeance" together with the first iteration of the power up mechanics and re-arranged the dungeon layout to match the project.


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https://itch.io/t/3560977/track-generation-workingTrack Generation Working...https://itch.io/t/3560977/track-generation-workingTue, 05 Mar 2024 06:50:01 GMTTue, 05 Mar 2024 06:50:01 GMTTue, 05 Mar 2024 06:50:01 GMT

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https://itch.io/t/3553048/coop-catacombs-async-multiplayer-and-coop-roguelikeCoop Catacombs: Async multiplayer and coop roguelike!https://itch.io/t/3553048/coop-catacombs-async-multiplayer-and-coop-roguelikeSat, 02 Mar 2024 16:05:08 GMTSat, 02 Mar 2024 16:05:08 GMTSat, 02 Mar 2024 16:05:08 GMT

Hi to everybody!

Here I will post some images of what I coding. I started this project from an small framework I coded few months ago in Godot. With this framework I have basuc UI working (responsive), tilemap, collisions, keyinput, fov, pathfinding done. Im also re-using existing code from another roguelike I did called GodoRogue:


---------------------------------------------

Yesterday I was coding the interface and updating player sprite according the equipment. Look what happen when I equip some weapons and shields:

Today I'm working with some fluid physics, I think the fire effect is ok and now I'm doing some gas spread:


And this is all from day 1-2.

PS: I will need some betatester players to test the online/coop mechanic. Feel free to write here and I will send you a link to playtest the game.

Thanks all for reading this!

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https://itch.io/t/3554918/xenobiomancer-alien-roguelike-gameXenobiomancer (Alien Roguelike game)https://itch.io/t/3554918/xenobiomancer-alien-roguelike-gameSun, 03 Mar 2024 09:21:58 GMTSun, 03 Mar 2024 09:21:58 GMTSun, 03 Mar 2024 09:21:58 GMTDescription: 
An elite soldier from the "Space Force" task to eradicate parasitic aliens that has been rapidly infesting the entire galaxy.

Details of the team:
- Group of 4 students:  

  1. dingledangledongle
  2. TurtleTom
  3. adrich
  4. yakkkie

- First time doing game jam
- All programmers (best team composition)

All the best to all the competitors out there!

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https://itch.io/t/3555774/helium-elevenhe-11Helium Eleven(He-11)https://itch.io/t/3555774/helium-elevenhe-11Sun, 03 Mar 2024 15:43:01 GMTSun, 03 Mar 2024 15:43:01 GMTSun, 03 Mar 2024 15:43:01 GMTHi everyone, I'm submitting the devlog for my teams project Helium Eleven(stylized He-11).
We started today on the 03.03 at 16:16 CET. It is our second jam and we are looking forward to play as many of everyones submissions as possible.

Our plan is a Rogue-Like Action Scifi Adventure with elements from the bullet hell genre, taking inspiration from the Binding of Isaac and Enter the Gungeon.
We want to handle the controlls in a WASD plus mouse aim and with controller support in a twinstick fashion.

About the Rogue-Elements:

Permanent Consequences YesA Death ends the run.
Character-centricYesYes, only the MC will be controlled by the player
Procedural contentYesMostly Map-Generation, but the original plan was also to involve looter shooter mechanics.
Turn-BasedNoWe don't think that it would fit the genre mix.
Clean RunYesEvery Run stands on its own.
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