itch.iohttp://itch.iohttps://itch.io/t/702797/7-days-in-purgatory7 Days in Purgatoryhttps://itch.io/t/702797/7-days-in-purgatorySat, 07 Mar 2020 16:52:29 GMTSat, 07 Mar 2020 16:52:29 GMTSat, 07 Mar 2020 16:52:29 GMT7 Days in Purgatory

Here is our first 7DRL project. We consider it a success, even though its not 100% of what we designed.  We are two devs using libtcod and Python, along with our custom engine. The engine provided lighting, subcell drawing, subcell particle effects, custom fonts, and our widget system. All gameplay related code was created within the 7 day time limit.

Quick post mortem on the experience:

GrishdaFish Today at 10:37 AM

[10:38 AM]so would you consider this a success? 

[10:38 AM]this project? 

[10:38 AM]for 7 days 

noobspanker Today at 10:38 AM

In many ways yes

[10:39 AM]Sure I have grievances with the way process played out. But as far as the game itself and the result of my work I'm definitely satisfied 

[10:39 AM]Had we worked together more I think wed have even more done 

[10:39 AM]Bit we divided to conquer and that felt like a bad idea 

[10:40 AM]In hindsight anyway 

[10:40 AM]We did a great job at planning. The implementation of our specs came together really fast, there was very little bug chasing and shit

As far as developing anything in a team this went OK. Could have gone much much worse, but we can also learn from our faults

 

And here is a quick description on how to play:

Earn sp by killing monsters

Use it to summon and upgrade minions Gather loot from corpses Spend loot to craft potions to assist minions Murder everything.

WASD to move around. Right click for context menus (try clicking on yourself, your minions and enemies) Left click on targets to throw potions.

Kill all summoners to move to the next level. Avoid all damage. Manage minions

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https://itch.io/t/697310/x001-infiltrator-successX001 Infiltrator (Success)https://itch.io/t/697310/x001-infiltrator-successSun, 01 Mar 2020 20:21:22 GMTSun, 01 Mar 2020 20:21:22 GMTMon, 09 Mar 2020 13:22:05 GMTPlay the 7DRL or updated current version of the game: http://refractivegames.com/x001/

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

A very ambitious plan, we'll see how much I can manage to implement of this. The main idea is the unusual viewpoint the game will be played from, a 360 degree raycasted view.

You're playing an infiltration droid trying to fulfill an objective (take over a ship/base, destroy everything, etc.)

The catch is: you're a robot. That means your sensors are limited to what your infiltration unit or the robot you're controller has.

The basic sensor is a 1D LIDAR, which means your view of the world is 360 degrees, but limited to just distance to object information. More advanced sensors allow you a more nuanced view of the world, including modules that augment the display.

The game is realtime, but time doesn't advance unless you're performing an action (movement, shooting, etc.) This simulates the fact that as a robot you can think extremely fast.

Advancement would be by adding modules to your robot, or taking over more advanced robots. For instance, a battle droid might have an IFF module that adds tag information to your LIDAR view identifying whether the obstruction is inert, friendly or hostile. (Colour coded display)
A mapper module enables you to see a top down map of your surroundings that your LIDAR has mapped.
RADAR allows you to see through obstructions, including walls.

And different droid chassises would have different modes of locomotion and different weapons. Some might require you to turn your entire droid to face the target, others have slewable "turrets". Locomotion includes hover/omniwheels (any direction), legs (faster forward, allows sidestepping), wheels (forward/back only) and tank tracks (allows turning in place)

Your droid is equipped with short ranged hacking capabilities that will allow you to take over other robots' chassis, giving you access to their (hopefully) improved sensors and armaments. Have to decide how this plart of the gameplay works still.




Right: Main viewport 1D LIDAR

Left: Mapper module map of the same situation (droid is in a north-east-south intersection with an enemy up ahead north)

Sensors:

  • ultrasonic (short range, extremely low resolution)
  • 1D LIDAR (moderate range, shows only distance to obstruction at each point)
  • 2D LIDAR (longer range, shows an actual 2D image)
  • RADAR (longest range, backscatter mode sees through walls)
  • Some robots don't have full 360 degree FOV, they show only a smaller cone view

Interface modules:

  • Mapping module
    • Draws map based on the scan from the main sensors
  •  IFF module


    • identifies whether the items are inert, friendly or hostile (colours them in the view)
  •  Transponder Reader 


    •  Class 1 shows robot designations on HUD
    •  Class 2 allows recording a robots complete electronic signature
  • Transponder Spoofer


    • Allows spoofing own transponder with transponders recorded with the Class 2 reader
    • The dumber a robot is the easier it is to be fooled by a transponder
    • Using a wrong type of transponder is suspicious (civilian in military area, non-maintenance types in maintenance areas, etc.)
  • Other modules

Locomotion:

  • Hover (robot can move in any direction, turn in place)
  • Omniwheels (same, but slower, turn in place)
  • Legs (Can move in any direction, turn in place, but much faster forward)
  • Wheels (forward/back, has turn radius)
  • Tracked (forward/back, can turn in place)

Armament Mounts:

  • Fixed mount (requires turning the entire droid)
  • Slewable turret (independent aiming)
  • Handheld (very fast turret with limited slew angles)
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https://itch.io/t/704978/of-mist-and-shadows-successOf Mist And Shadows (SUCCESS)https://itch.io/t/704978/of-mist-and-shadows-successMon, 09 Mar 2020 09:48:03 GMTMon, 09 Mar 2020 09:48:03 GMTMon, 09 Mar 2020 09:48:03 GMT

In this game, the main mechanic is to make magic by actually writing the magical words with the right syntax. Kinda like a programming language, but programming magic.

The general idea is that the players start with one school available and some words, and then learn new words as he progresses through the dungeon (like items in typical roguelikes). They will be buzzwords like "uzzok" and "prec," but after studied by the character (in-game action), they will reveal the meaning. The player start with a book in inventory detailing the grammar of the school they have and all the magic words. You see, you have words for things like Target (self, area, etc), Elements (fire, water, negative, etc), Schools (Evocation, Conjuration, etc - though for the 7drl I only managed to implement one school, evocation), and so on, and so on.

Then the player on his turn can write an incantation, hit enter, and see the results. Like, if it's Evocation Fire Front it would evoke a jet of fire in the "front" direction. If it is Evocation Negative Front Distance Distance Explosion it will evoke a jet of negative energy in the front direction that goes on for two extra tiles and then explodes.

It's up, playable on Windows and Linux, at https://lenon-kramer.itch.io/of-mist-and-shadows


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https://itch.io/t/710891/portalworlds-successPortalWorlds: Successhttps://itch.io/t/710891/portalworlds-successMon, 16 Mar 2020 09:48:42 GMTMon, 16 Mar 2020 09:48:42 GMTMon, 16 Mar 2020 09:48:42 GMTI completed on time, and have a nice playable game. But there’s still much to do!

Posted my Retrospective last week, and I’ve finally recovered/had time to make some progress on the post-7DRL version.

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https://itch.io/t/698387/nothing-left-to-lose-successNothing Left to Lose (SUCCESS!)https://itch.io/t/698387/nothing-left-to-lose-successMon, 02 Mar 2020 18:46:22 GMTMon, 02 Mar 2020 18:46:22 GMTFri, 13 Mar 2020 17:29:50 GMTThe Team worked SUPER hard, and we're proud of release Nothing Left To Lose here on Itch for this Jam

https://redacted-games.itch.io/nothing-left-to-lose


----- Begin Original Post

NL2L is a 3D First Person RL that takes place in the back alley streets of poverty.   You've been double crossed, and made resourceless by a former colleague, forcing you into a life of squalor. 

It's a simple revenge plot, and Redacted Games is excited to share our creation with the community of 7DRL. 

This entry represents a LOT of firsts for our team, and we'll likely be pushing ourselves all the way to the deadline from now.  it doesn't look like much now, but we're well on our way! 


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https://itch.io/t/706859/viidrl-failure-but-playableVIIDRL (Failure. But playable)https://itch.io/t/706859/viidrl-failure-but-playableWed, 11 Mar 2020 15:37:41 GMTWed, 11 Mar 2020 15:37:41 GMTWed, 11 Mar 2020 15:37:41 GMTI had a few terrible ideas this year (being the first I could actually properly build something for), but given that the Final Fantasy VII Remake demo came out on the Monday during the jam, I figured this was the better opportunity.

For a while I wondered how much of the materia system and the battle system in general could be ported from the original Final Fantasy VII into a roguelike. As an experiment, it was kinda fun to get it running and for the most part it all copies across nicely.

My general feeling of it though is that this is a failure; one buggy enemy type, no end condition outside of game over, nothing to pickup, no levelling up and the like; and most of the impressive stuff is behind the scenes in the source code where the maths is accurate (although status elements aren’t emulated) but not exposed to the player.

Still, it’s given me a solid framework to work on for my next project.

https://kaynsd.itch.io/viidrl

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https://itch.io/t/705912/emmanuel-de-rouge-and-the-amulet-of-quetzalcoatl-successEmmanuel de Rouge and the Amulet of Quetzalcoatl - Successhttps://itch.io/t/705912/emmanuel-de-rouge-and-the-amulet-of-quetzalcoatl-successTue, 10 Mar 2020 13:26:11 GMTTue, 10 Mar 2020 13:26:11 GMTTue, 10 Mar 2020 13:26:11 GMThttps://kosinaz.itch.io/eraq

Emmanuel de Rouge and the Amulet of Quetzalcoatl is a browser-based retro fantasy roguelike turn-based RPG with Battle Royale elements about a brave professor who wants to find to a powerful artifact in a forgotten Aztec temple.

You are Emmanuel de Rouge, the professor of archeology. Through research you learned about a forgotten Aztec temple that holds the golden feather of divine powers, the Amulet of Quetzalcoatl.  You decided to get it and finally found the island, but your rivals followed you. They will try to get the feather at all costs.

An homage to the Indiana Jones movies and a personal challenge to make a finished and polished pure rot.js game.

The main focus was the content and the iterative development, to release a complete game as soon as possible and improve it in the remaining days. There were a lot of other non-implemented ideas, but what is in the game currently is already varied enough to match the above criteria.

Rolling boulders, moving walls, blade traps, dart traps, poisonous plants, etc. They were all marked as a nice to have content, and maybe added in a future project, maybe in the next installment Emmanuel de Rouge's exotic adventures.

So the final verdict: Success

Easter egg:

Rouge because the player is the red adventurer, because it's the typo of rogue, because it's red in English, rouge in French and rot (rot.js) is German, and because there was a real Emmanuel de Rouge, professor of archeology.

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https://itch.io/t/705759/dead-mans-hand-success-lets-play-videoDead Man's Hand (Success!) Let's Play videohttps://itch.io/t/705759/dead-mans-hand-success-lets-play-videoTue, 10 Mar 2020 05:37:37 GMTTue, 10 Mar 2020 05:37:37 GMTTue, 10 Mar 2020 05:37:37 GMTI just recorded this video. It's my first Let's Play of anything, so please be kind!

https://youtu.be/CLO-OsLQmhc

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https://itch.io/t/695099/seven-samurai-rl-s7rl-successSeven Samurai RL (S7RL) - Successhttps://itch.io/t/695099/seven-samurai-rl-s7rl-successFri, 28 Feb 2020 17:47:00 GMTFri, 28 Feb 2020 17:47:00 GMTMon, 09 Mar 2020 14:28:44 GMTLink: https://benhem.itch.io/seven-samurai-rl-7srl-7drl

Seven samurai are hired/manipulated/guilted into defending a village of nervous farmers from an attack by desperate bandits.  The bandits have the advantage in terms of numbers, equipment, and skills, so it's up to the samurai to help the farmers hold together.  Place cunning traps!  Attempt bold acts of heroism!  Manage resources wisely!

There are some inspirations looming in my mind (aside from the Kurosawa film). These include Hoplite (Douglas Cowley), with its terrific simplicity and use of LOS, and lack of randomness.  Also Theseus and the Minotaur (Robert Abbot), a great puzzle mechanic where the player can move one square at a time, while the minotaur moves two squares.  Both games pit user cleverness against an enemy force that is stronger in every sense, except that it behaves in predictable ways.

As I work on this, I'm also realizing how much it resembles a battle scene from the old SSI "Gold Box" AD&D games.

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https://itch.io/t/698782/emerald-woodsEmerald Woodshttps://itch.io/t/698782/emerald-woodsTue, 03 Mar 2020 05:04:53 GMTTue, 03 Mar 2020 05:04:53 GMTMon, 09 Mar 2020 05:00:45 GMTStill not sure what will be the point of the game. For now having fun making a roguelike Stardew Valley clone.

Day 1 Report - 3 hours of Dev

  • Base setup using JSRL
  • Till the ground using Hoe
  • Switch current tool using Tab
  • Plant seed
  • Make seeds grow into plants
  • Display Time of the Day
  • Place buildings in map
  • Faint at 2am
  • Spend stamina using tools, and faint
  • Display stamina
  • Chop down trees

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https://itch.io/t/705075/hostile-fantasy-battle-simulatorHostile -Fantasy Battle Simulatorhttps://itch.io/t/705075/hostile-fantasy-battle-simulatorMon, 09 Mar 2020 12:36:55 GMTMon, 09 Mar 2020 12:36:55 GMTMon, 09 Mar 2020 12:36:55 GMTEver wanted to command an army in a roguelike?

In Hostile you lead an army of men against a never-ending swarm of goblins, orcs and trolls. Between the battles you get to recruit new soldiers and upgrade your hero and troops.


Download/screenshots

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https://itch.io/t/705064/parasomniac-dreams-successParasomniac Dreams (Success)https://itch.io/t/705064/parasomniac-dreams-successMon, 09 Mar 2020 12:10:53 GMTMon, 09 Mar 2020 12:10:53 GMTMon, 09 Mar 2020 12:10:53 GMT

Parasomniac Dreams is a game about a man trapped in his own dreams. To wake up , he needs to fight his demons by collecting and using manas.

This is my first attempt to participate in a game jam. I had many ideas for this game, but off course, as time went by, I realized quickly that I had to downscale the project. 

I'm a board game enthusiast, so the game mechanics are inspired from some of my board games. After defeating an enemy, you don't get any experience points or gold. To get stronger you need to collect powers from the enemies while fighting them. But be careful, as the enemies only stays for a short amount of time!


My girlfriend made all the art for the Icons, for which I'm grateful for! I really enjoyed participating this game jam. I have put many hours into this game and I'm quiet happy for what I achieved in 7 days. Hopefully there are no more bugs, but let me know if there is. 

I hope you'll enjoy this game.

Download it for windows here:

https://furiodjeex.itch.io/parasomniac-dreams


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https://itch.io/t/704707/how-do-i-upload-my-gameHow do i Upload my gamehttps://itch.io/t/704707/how-do-i-upload-my-gameMon, 09 Mar 2020 03:29:47 GMTMon, 09 Mar 2020 03:29:47 GMTMon, 09 Mar 2020 03:29:47 GMTits my first time participating in a jam and im unsure as how to upload my game, i used unity if that helps any.

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https://itch.io/t/704696/svendarogaliks-dungeon-successSvendarogalik's Dungeon - Success!https://itch.io/t/704696/svendarogaliks-dungeon-successMon, 09 Mar 2020 03:18:53 GMTMon, 09 Mar 2020 03:18:53 GMTMon, 09 Mar 2020 14:40:56 GMT

I got a lot done this weekend, after a long week at work. I'm pretty happy with how it turned out - I used some new techniques that I hadn't done before, and my (too much) planning and code structuring earlier actually kind of paid off at the end where I could put in things pretty quickly and confidently. The real shame is that I did not have much time to balance and tune! 

Oh, press "o" to break the game - it will generate you new level two abilities you can use :)

https://nik_sg.itch.io/svendarogaliks-dungeon

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https://itch.io/t/697693/super-normal-7drl-successSuper Normal 7DRL (Success)https://itch.io/t/697693/super-normal-7drl-successMon, 02 Mar 2020 02:17:41 GMTMon, 02 Mar 2020 02:17:41 GMTMon, 09 Mar 2020 01:19:41 GMTIt's 6:15 pm on Sunday night. I'm starting my ... 9th or 8th 7DRL. No Idea what I'm making yet, but I'm trying a different engine this time around. Always a good choice under strict time pressure!

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https://itch.io/t/700027/feeder-rl-eat-and-combine-monstersFeeder RL - Eat and combine monstershttps://itch.io/t/700027/feeder-rl-eat-and-combine-monstersWed, 04 Mar 2020 17:08:21 GMTWed, 04 Mar 2020 17:08:21 GMTWed, 04 Mar 2020 17:08:21 GMTI'll update this thread with new releases of my roguelike.

Kirby + pokemon breeding.

The main idea is to have a variety of abilities that you can 'eat' and every once in a while, you can explore your belly and combine the mobs you ate for better abilities.

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https://itch.io/t/698690/vr-classical-roguelike-still-no-nameVR `classical` roguelike (still no name)https://itch.io/t/698690/vr-classical-roguelike-still-no-nameTue, 03 Mar 2020 01:34:01 GMTTue, 03 Mar 2020 01:34:01 GMTTue, 03 Mar 2020 01:34:01 GMTStarting late and it`s my first VR experience, so looks like I am going to finish with prototype, not full game. But doesnt matter, my plan is move `classical` roguelike to VR. So I`ll try to implement as many features as I can.

Here are my plan:

Day 1: Setup SteamVR, fullbody avatar, locomotion/teleport, turning 

Day 2: pick up items, throw, simple enemy

Day 3-4: melee weapon, bows, guns, magic wands(bot sure how many I can make)

Day 5: inventory, smarter enemy

Day 6: procedural room generation

Day 7: reserve for bugfix and important stuff that I miss prev days. Pretty sure that I`ll miss 1 or 2 days, cuz its release week on my job((


Also can anyone with headset different than WMR pm me? I am not sure that I setup SteamVR correcty and it will work on every device.

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https://itch.io/t/704404/the-infiltration-of-citrus-fortressThe Infiltration of Citrus Fortresshttps://itch.io/t/704404/the-infiltration-of-citrus-fortressSun, 08 Mar 2020 22:47:36 GMTSun, 08 Mar 2020 22:47:36 GMTSun, 08 Mar 2020 22:47:36 GMTReally pleased to have submitted The Infiltration of Citrus Fortress! It's a classic turn-based roguelike in the tradition of Angband, built from the ground up.

The game was a learning challenge for me. This is my first 7DRL, and while I'd love to have done something high-concept and innovative from a design point-of-view, I instead chose to try to implement a traditional RL from "scratch" to the best of my abilities as a new game developer.

Developed in C#/Unity, without the use of any external libraries, with the exception of the Dice Notation module from RogueSharp. Game logic is 99% pure C#, with Unity only used for the UI/rendering. Font is Pixel Operator by Jayvee Enaguas under the Creative Commons Zero (CC0) license.

In the end, I'm really happy with the work. The system is decently architected for expansion, making it fairly easy to add new features and content. My intention is to continue development, though I was leave this version here as-is as an artifact of the 7DRL.

Some features that made it:

  • Variety of weapons and monsters
  • Items with customizable effects
  • Decent combat system
  • Player advancement system with player option each level
  • Loot
  • Multiple levels that scale in difficulty
  • Gold
  • Inventory
  • Weapon effects (e.g. "sharpness")
  • Player/monster conditions (e.g. "bleeding")
  • Health restoration over time

And some that didn't:

  • Music/Sound
  • (Wearable) armor
  • Monster special abilities
  • Vendors, or any use for gold at all :P
  • Speed system
  • Missile weapons
  • Spells
  • Rest until healed
  • Loot scaling

That said, give me another week, and I'll get to those too!

Please give it a run and let me know what you think...thanks :D

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https://itch.io/t/704142/verminatorVerminatorhttps://itch.io/t/704142/verminatorSun, 08 Mar 2020 20:33:45 GMTSun, 08 Mar 2020 20:33:45 GMTSun, 08 Mar 2020 20:33:45 GMTVerminator is a classic hack & slash roguelike where you have to kill rats in a tavern's cellar, but that turns out to be harder than what it sounds like, because the rats start to get weirder and more mutated as you go deeper. The rats get random mutations that affects their appearance and gives them new abilities.

Playable in browser at https://teamkalamakkara.itch.io/verminator


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https://itch.io/t/703971/first-roguelite-a-success-i-think-oFirst roguelite - A success I think? :Ohttps://itch.io/t/703971/first-roguelite-a-success-i-think-oSun, 08 Mar 2020 18:51:22 GMTSun, 08 Mar 2020 18:51:22 GMTSun, 08 Mar 2020 18:51:22 GMTGreetings yall!

I'm pretty much done with the game now, I worked really hard! Whew. It was my first Roguelike/ite so I started off by just following a tutorial on how to randomly generate a level with walls and what not, and then pondered on how to take it from there.

I think it turned out pretty neat, hope you'll think so too! <3

https://josephlavoie.itch.io/rogue


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https://itch.io/t/700846/neetmeat-an-action-roguelite-set-in-a-zombie-apocalypseNeetMeat - An action roguelite set in a zombie apocalypsehttps://itch.io/t/700846/neetmeat-an-action-roguelite-set-in-a-zombie-apocalypseThu, 05 Mar 2020 14:47:07 GMTThu, 05 Mar 2020 14:47:07 GMTThu, 05 Mar 2020 16:43:08 GMTHello guys!

This is our first 7DRL and our first project we are doing together! After 4 days of developing I decided I should write devLogs. So I did. I wrote the devLogs for all four days, because we had the feeling that we should have done this from day 1 onwards!

Here the link to our game page: https://outburstcursed.itch.io/neetmeat
DevLog Day 1: https://outburstcursed.itch.io/neetmeat/devlog/128468/neetmeat-announcementdevlog 
DevLog Day 2: https://outburstcursed.itch.io/neetmeat/devlog/128470/neetmeat-devlog-day-2
DevLog Day 3: https://outburstcursed.itch.io/neetmeat/devlog/128474/neetmeat-devlog-day-3
DevLog Day 4: https://outburstcursed.itch.io/neetmeat/devlog/128477/neetmeat-devlog-day-4

We are open to any advise regarding our presentation and our game! This is our first experience in stepping out to the world and present ourselfes and I really like to take the oppurtinity to get some advice by more experienced game devs and of course of you guys just hanging around here and playing 7DRL's for many years.

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https://itch.io/t/697994/escape-the-planet-progressEscape The Planet - progresshttps://itch.io/t/697994/escape-the-planet-progressMon, 02 Mar 2020 09:52:33 GMTMon, 02 Mar 2020 09:52:33 GMTMon, 02 Mar 2020 09:52:33 GMTI posted the start of this project over on this thread but I'll be posting updates to this thread and on Twitter.

First update: got procedurally generated forest generation working using ROT.js on a background web worker.


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https://itch.io/t/703406/rogue-dealerRogue Dealerhttps://itch.io/t/703406/rogue-dealerSun, 08 Mar 2020 08:24:54 GMTSun, 08 Mar 2020 08:24:54 GMTSun, 08 Mar 2020 08:24:54 GMTRogue Dealer

My first 7drl entry and my first game ever. Basically the game is a roguelike-themed reskin of the classic TI-83 calculator game Drug Wars.

You play the roll of our average roguelike merchant peddling average roguelike wares. However, due to the ire of a malevolent genie you have been cast into the space between roguelikes and only have 20 turns to make as much money as you can and possibly find a way to lift this curse before the genie returns to collect his money. Like all 7DRL devs there are a million things I wish I had time to do but the biggest thing would be to include encounters that damage or slow the player down. Currently the only enemy is the 20 turns you have to win.

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https://itch.io/t/696394/ponto-sneakponto sneakhttps://itch.io/t/696394/ponto-sneakSun, 01 Mar 2020 01:49:03 GMTSun, 01 Mar 2020 01:49:03 GMTSun, 01 Mar 2020 01:49:03 GMT

Yesterday, I followed the tutorial by Jeremiah Reid here: https://nluqo.github.io/broughlike-tutorial/

Today, I began to change things and shape that base game into something new.

My wife hates this.

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https://itch.io/t/697945/tabletop-miniatures-roguelikeTabletop Miniatures Roguelikehttps://itch.io/t/697945/tabletop-miniatures-roguelikeMon, 02 Mar 2020 08:02:21 GMTMon, 02 Mar 2020 08:02:21 GMTMon, 02 Mar 2020 08:02:21 GMTSo this year, I decided to do something a little different.  I'm creating a tabletop miniatures roguelike.  The idea is that you can download, print, and assemble you own miniatures (or use your own if you have them!), and then play the game with them.  A companion web app provides the random dungeon generation, and you play through the adventure, trying to complete an objective before dying.  If you complete your objective, you level up, and when you level up five times, you ascend and win.

Here's some photos of what the game looks like right now.  First, two heroes have come through the door and are now facing two zombies. (The final game may not have rules for cooperative play, but the miniatures rules I'm writing won't have a problem with it!)


Here, a horde of undead are protecting the entrance to another room. Skeletal archers and warriors are commanded by a pernicious wight!


Right now, the game is not playable with the companion web app, because it still has a lot of work to go on the procedural death labyrinth generation code, but I've tried a few skirmishes with just the miniatures rules, and it seems to work well!  The final game will (hopefully!) include the web app, a nice PDF of the miniature rules system (usable outside the context of the game!), and downloads for the paper miniatures so you can print, assemble, and play them yourself!  (And when you're done, you can turn around and use them in your D&D game, because they're 1" scale, used widely by other miniatures.)

"But will it really be a roguelike?"  Sure!

  • Turn-based, tile-based play?  Check!
  • Procedurally generated death labyrinth?  Check!
  • Inventory management and dungeon crawling? Check!
  • Permadeath? Check! (Subject to honor system.)
  • Progression system and ascension? Check!

It should scratch every roguelike itch you have, and look really cool on your table while doing so!

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https://itch.io/t/695773/descentDescenthttps://itch.io/t/695773/descentSat, 29 Feb 2020 13:54:27 GMTSat, 29 Feb 2020 13:54:27 GMTSat, 29 Feb 2020 13:54:27 GMTHey! I’m officially starting the 7DRL @ 2pm (GMT/UTC)

The game: The name of my project atm is Descent. The idea is a top down rougelike Minecraft with pixel art graphics. The game will be turn based, permadeath (to a degree), randomly generated, have lots of variation, lots of grinding, replayable, near pixel perfect graphics, have a complex crafting system and some more that I’m sure will come to me within the week!

I’ll upload screenshots to the new itch page that you can find here: https://timberwolfgames.itch.io/descent

Good luck guys! :D

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https://itch.io/t/695973/project-suburbion-subway-riding-item-trading-rogueliteProject Suburbion - Subway riding & item trading roguelitehttps://itch.io/t/695973/project-suburbion-subway-riding-item-trading-rogueliteSat, 29 Feb 2020 17:38:23 GMTSat, 29 Feb 2020 17:38:23 GMTSat, 29 Feb 2020 17:38:23 GMTHiya! I participated in 7DRL last year and made a game that I later renamed Hexagone. My intention is to complete the 7DRL challenge this year as well with a significantly different game!

Here's a short bit of narrative background for the game:

In 2050, all means of traffic (except public transportation) have been outlawed, including cargo vehicles. Nowadays, many traders board the subway every day to travel across the urban area, buying low and selling high, to make ends meet. You need to pay your debt today: can you multiply your investment simply by toying with supply and demand?

Two important bits there: the player moves by traveling through a subway network (keeping track of timetables and the railway planning), and can buy and sell stuff on stations (buying low and selling elsewhere at a profit). I worked on the first bit today!

Here's my initial concept of how I want the map to be generated before the game starts:

1) Make nodes on a grid. Each new node must be either perpendicularly or diagonally adjacent to another node, preferably more.
2) For each node, determine location name and blurb.
3) Create routes that connect nodes.
4) For each node, determine item prices (slightly based on nodes surrounding it) & amount of stock for each item (around 20 of them).
5) For each line, determine frequency (mostly around 30 min but between 10 and 60 minutes) and travel time (between 5 and 20 minutes.)
6) Put player with some supplies and some money on a node that has at least two connections.


This is how it generates maps: it keeps track of what tiles are on the "border" of the map (the tiles in black), picks one square at random (in this image it becomes sort of a rounded rectangle), and then adds any new parts of the border.

Then I added a generator for random station names, so you can distinguish them by more than just their location. I kind of designed the names to sound like neo-Dutch, sci-fi sounding terms with typically Dutch word parts mixed in. It generates some super silly stuff ("Nadu-dyke", "Yunnuijs" and "Ninduloft", to name a few) and I kinda love it! In a similar vein, I also made a subtitle generator to describe the environment or points of interest near the station. This is less silly and acts more as randomized world-building, describing places as "Bridge-connected jungle" and  "Underwater Library". Finally, I added tooltips to display this info! Here's the result:

(The font is Cooper Hewitt!)

The next problem is that I need to connect the nodes in a way that makes sense. That's the next problem that I'm going to tackle. I hope my scope isn't going to be a problem, I'm going to end up with a slightly more complex game than last year, so I need to be careful.

Good luck if you're also participating this year!

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https://itch.io/t/702741/two-button-berserkerTwo Button Berserkerhttps://itch.io/t/702741/two-button-berserkerSat, 07 Mar 2020 15:31:43 GMTSat, 07 Mar 2020 15:31:43 GMTSat, 07 Mar 2020 15:31:43 GMTStarted Sunday 01/03/2020 10:00 GMT. Submitted Saturday 07/03/2020 about 14:30 GMT.

Two Button Berserker is a dungeon crawler with only two keys. What they do depends on the situation:

  • Use Z to fight, explore and dive deeper into the dungeon.
  • Use X to use scrolls, potions and equipment, increasing your likelihood of survival.

The gameplay is based on classes like the Berserker in Crawl, which mainly alternates between two states: auto-fighting and auto-exploring, and realizing that you're in danger and need to use an item or ability or something.

This is a game where each of those states is mapped to a key. The catch is that you get stronger the more you press the auto-attack button. If you use an item, you'll calm down and lose that strength, so you might end up in more danger than before!

I used Python again, but this time I used BearLibTerminal and Esper. Both libraries were really nice to work with, and the executable is smaller because it doesn't depend on NumPy. I reused the map generator from Critical Keep and adapted it for a bigger map, as this is my first game where the viewport tracks the player. Code quality is not where I would have liked it, but I may come back and clean it up in a post-7DRL release.


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https://itch.io/t/696685/one-of-usOne Of Ushttps://itch.io/t/696685/one-of-usSun, 01 Mar 2020 08:22:43 GMTSun, 01 Mar 2020 08:22:43 GMTSun, 01 Mar 2020 08:22:43 GMTSecond 7drl for me. It's called One Of Us and it's going to be hex based rogue with party management, so you are never alone...

visual style is 'Every Pixel Counts'

Your task (if you choose to accept) is to find the Golden Fleas! Avoid the (you'll see), collect the... etc

 

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https://itch.io/t/697075/live-streaming-my-whole-processLive streaming my whole processhttps://itch.io/t/697075/live-streaming-my-whole-processSun, 01 Mar 2020 16:19:09 GMTSun, 01 Mar 2020 16:19:09 GMTSun, 01 Mar 2020 16:19:09 GMTHey all, excited to be doing this jam!

Im going to be streaming my progress and process on mixer all this week. I plan to be on stream as I'm doing all of this from planning to development to polish. 

I'm making this with a art friend, but will handle most of everything else. I'll be scoping / brainstorming / planning from 3 to 5 pm est today at Www.mixer.com/YanniMakes and will be on from 9pm to midnight every night this week going through this. 

After the jam I am thinking of taking the vods and putting them on YouTube for anyone who may find this interesting. 

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https://itch.io/t/696257/donjonDonjonhttps://itch.io/t/696257/donjonSat, 29 Feb 2020 23:11:01 GMTSat, 29 Feb 2020 23:11:01 GMTSat, 29 Feb 2020 23:11:01 GMT

Started late, but here I am. Got some basic dungeons working, although some rooms are still left unconnected  sometimes. Not the best implementation of a dungeon generator since it was my first time doing a room+corridor setup and I'm figuring it out as I go. Going to call it a day and work on the wonky corridors tomorrow.

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https://itch.io/t/696360/rogue-golRogue GOLhttps://itch.io/t/696360/rogue-golSun, 01 Mar 2020 01:19:27 GMTSun, 01 Mar 2020 01:19:27 GMTSun, 01 Mar 2020 01:19:27 GMTI am creating a maze game with a Pseudo Random Labyrinth made using the GoL (Game of Life) . Rule B3/S12345 .

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https://itch.io/t/695698/kingdom-cardsKingdom Cardshttps://itch.io/t/695698/kingdom-cardsSat, 29 Feb 2020 12:03:12 GMTSat, 29 Feb 2020 12:03:12 GMTSat, 29 Feb 2020 12:03:12 GMTUpdate - This game is now complete, check it out here!

Hello! My name is Numeron and holy moly, this is my 12th 7DRL challenge!

I'm working on Kingdom Cards, a deck-building roguelike where you must rally troops to fight for your cause as you progress through the game. Each unit is a card with it's own attack, health and ability. As cards are drawn, the one at the front of your hand is used as the attacker, while the one second in will take all the damage, so hopefully that leads to some hard tactical decisions!
Here is a nearly end-of-day one screenshot:



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https://itch.io/t/695563/broken-signalBROKEN SIGNALhttps://itch.io/t/695563/broken-signalSat, 29 Feb 2020 07:38:06 GMTSat, 29 Feb 2020 07:38:06 GMTSat, 29 Feb 2020 07:38:06 GMTI'm working on BROKEN SIGNAL, a first person shooter project that I've had lying around, and making it into a roguelike type of game, by adding:

  • Procedurally generated levels
  • Permadeath gameplay

'Battle your way to the top of a tower without dying and jack the signal to win!'

I love immersive sim games like Thief, Dishonored and Prey, so I'm trying to give the player juicy expressive choices at every moment, mostly just based around action, movement, jetpacking, slow-motion, explosive barrels... and we'll see what else I can fit in there as I go along!

I'm posting Dev Videos as I go to this playlist here.  :)

Good luck on your games everyone!

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https://itch.io/t/696848/slime99slime99https://itch.io/t/696848/slime99Sun, 01 Mar 2020 11:52:39 GMTSun, 01 Mar 2020 11:52:39 GMTSun, 01 Mar 2020 11:52:39 GMTIn the not-too-distant future, the year 1999, fallout from THE WAR has caused RADIOACTIVE MUTANT SLIMES to appear in the sewers of THE CITY. You are a GENETICALLY-MODIFIED PRECOG SUPER-SOLDIER, whose free-will was in-part traded for the power to PREDICT THE OUTCOME OF COMBAT ENCOUNTERS. Go into the sewers and ELIMINATE THE SOURCE OF SLIME!

I'll be posting links to by daily devlog updates.

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https://itch.io/t/701719/baby-worlds-eaterBaby worlds eaterhttps://itch.io/t/701719/baby-worlds-eaterFri, 06 Mar 2020 14:40:34 GMTFri, 06 Mar 2020 14:40:34 GMTFri, 06 Mar 2020 14:40:34 GMTHEY! I made it! YAY!

Hope everyone had/is having a good time working on his/her entry, can't wait to see play them.

I worked on the project from the night of friday 28/01 to the night of thursday 05/02, but just 3/4 hours a day. I just didn't have time yesterday night to submit it.

The main focus of this year where:

  • easy of play
  • level sharing

Easy of play

I think this objective has been fully reached, but i may be completly wrong 8p We will see from the comment and the judgement.

Level sharing

For this objective i had some problem, basically tech things not working locally and/or working differently on itch.io, but in the end i managed to find a solution. The game read the parameters passed to the itch.io page and, if present, use the level variable to setup the random number generator to a value [a level it's just composed by two letters and two numbers + a simple CRC] derived from that value. This way, you can share levels with friends, get help if you get stuck and ... well ... point me to bugs 8p Upon completing a level, a new level is generated, this time randomly so everyone get a different level progression.

Despite the game not being a fully flagged roguelike, i consider it a success. That's just the way it went this year ... but i like the result. 

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https://itch.io/t/697007/holy-duckHoly Duck!https://itch.io/t/697007/holy-duckSun, 01 Mar 2020 15:00:23 GMTSun, 01 Mar 2020 15:00:23 GMTSun, 01 Mar 2020 15:00:23 GMTThe evil Goose Lee has taken off with the Golden Loaf and your lady duck Suzie Quacktro! Now you, Duck Norris, are on a hunt to defeat him and his evil henchmen, recover the golden loaf, save your lady, and maybe rescue a few chicks along the way. 

This is my first 7DRL jam. Originally I had a more conventional theme in mind (something Thief like), but as I was perusing some of the assets I had purchased for my main project (a 2D top down realtime roguelite), I saw the duck sprite and knew I had the perfect protagonist. The jokes just kept flowing after that...

This is the progress after day 2.








Using preexisting/purchased assets is probably going to cost me some points, but it's too cute not to go down this path.

I hunted down some appropriate free fonts to use before the jam started, wrote down a bunch of ideas, and then waited impatiently for it to start. So far, the following has been completed:

  • Game Loop & Turn Based gameplay (realtime is so much easier...), including "Move" action
  • Main Menu & Credits Screen
  • Random level generation - I got a pretty decent jump start seeing as my other project also uses a similar style of random level generation, but this fills the entire map with random areas instead of generating a set of linked dungeon rooms, which was different enough to cause me all sorts of hair pulling moments. Creating corner tile variations is probably going to drive me insane though.
  • Animated water tiles (really thought this was going to be harder than it was)
  • Water/Ground detection
  • Early inventory & UI
  • Early hunger mechanic (a duck's gotta eat)
  • Early item pickup

Scope wise, with 5ish days to go, it's... ambitious to think I'll finish all my ideas, but I'm having fun. And it's already showing me some better way to do some things in my main project.

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https://itch.io/t/696657/slumberSlumberhttps://itch.io/t/696657/slumberSun, 01 Mar 2020 07:10:01 GMTSun, 01 Mar 2020 07:10:01 GMTMon, 02 Mar 2020 07:50:38 GMT@Seilburg and I are beginning our 7DRL entry, a (slightly) esoteric base-building survival roguelike with working title "Slumber" and this is its announcement and devlog.

We are creating it using Godot and will be making the game almost from scratch, reusing very few existing resources or scripts. We did spend a few weeks on the design doc though.  I'm using this as an excuse to learn Godot - I don't know what I'm doing yet!

Officially running from 6am UTC 1/3/20 - 6am UTC 8/3/20

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https://itch.io/t/700582/undersea-prototypework-in-progressUnderSea - Prototype/Work In Progresshttps://itch.io/t/700582/undersea-prototypework-in-progressThu, 05 Mar 2020 05:06:33 GMTThu, 05 Mar 2020 05:06:33 GMTThu, 05 Mar 2020 05:06:33 GMTI am not sure if I can submit this game to this challenge since I started working on it a few weeks before I knew about the 7DRL jam, but I figure it will be great to get some feedback on this Rougelike.

You crashed in a "Sea", you must get to the rescue ship

Be careful, interesting creatures lurk in these waters.

https://marketfitjourney.itch.io/undersea-prototype


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https://itch.io/t/696402/the-silent-dungeonThe Silent Dungeonhttps://itch.io/t/696402/the-silent-dungeonSun, 01 Mar 2020 01:54:16 GMTSun, 01 Mar 2020 01:54:16 GMTSun, 01 Mar 2020 01:54:16 GMTStarted working on The Silent Dungeon around an hour ago and I've got my character controller and the sonar done! Since the sonar is a key component to the gameplay and I thought I should post it here! I may leave in those stray particles to simulate footsteps, but I might think of a more elegant solution for that later.. If you've got any questions feel free to ask!



This just had to take place during my most busy week.. Anyways I got footsteps implemented and I also got a little AI working that moves towards the last location that it heard sound at. Going to be working on a few different enemies before moving on to dungeon generation!

I also added in a sneak mechanic that makes less noise so that you can lead an enemy and then sneak away at the last second to get around them.



Sadly I will not be able to finish this 7DRL because of some IRL stuff that popped up. I do plan to continue development on this game as things wind down, but for now I have to put game development on hold. Thanks for the support and I will continue to post updates on this game once I am able to continue working on it!

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https://itch.io/t/700355/kalql8trKALQL8TRhttps://itch.io/t/700355/kalql8trWed, 04 Mar 2020 22:40:58 GMTWed, 04 Mar 2020 22:40:58 GMTWed, 04 Mar 2020 22:40:58 GMTThis is a Mathlike, as someone on the Roguelike Discord once put it. You use maths to defeat enemies, who can only be killed by getting the number correct.

I started work on Friday evening so I should be submitting it ready for play on Friday.




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https://itch.io/t/699835/automata-an-action-queue-roguelikeAutomata: An Action Queue Roguelikehttps://itch.io/t/699835/automata-an-action-queue-roguelikeWed, 04 Mar 2020 11:40:39 GMTWed, 04 Mar 2020 11:40:39 GMTWed, 04 Mar 2020 11:40:39 GMTThis is my second 7drl.

I'm working on a puzzle game about running an Automata.

It basically looks like this:


Here comes pick up:


Enemy Encountered:

Our automata has no weapon, it has to trigger friend fire or push enemy into pits to kill them.


More friend fire:


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https://itch.io/t/699008/a-spy-game-with-no-title-atmA spy game with no title atmhttps://itch.io/t/699008/a-spy-game-with-no-title-atmTue, 03 Mar 2020 13:26:39 GMTTue, 03 Mar 2020 13:26:39 GMTTue, 03 Mar 2020 13:26:39 GMTA game about spying on people...

making assumptions, and busting enemies of the state before they plant the bomb and destroy the town.

Done so far...

+ Basic Player actions

+ Basic Town buildings generated

+ Fov detects NPC's so you can listen in on their conversations ( Be a spy!)

+ You can also push objects...


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https://itch.io/t/696516/sowSowhttps://itch.io/t/696516/sowSun, 01 Mar 2020 04:22:38 GMTSun, 01 Mar 2020 04:22:38 GMTSun, 01 Mar 2020 04:22:38 GMTThe project for this year is a little more ambitious, but this time I don't have work to distract me! I will be working with @jestbubbles, who will be doing sound and music. Sow is a top-down base building Roguelike where you play as a dryad growing a forest in a large hostile and arid environment.  You will defend the trees from black slimes, and ensure the trees are well watered and generally happy. As a dryad, you can transform into a pig to smell for random features and hidden objects in the desert, you will also smell for truffles under the trees you grow, which will be allies in combat and tree growing. The art style is inspired by ASCII based Roguelikes but taken into a continuous space. I drew a mock-up to get a sense of the style and I am pretty happy with it!

Good luck everyone!

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https://itch.io/t/698524/carrot-carrot-carrotCarrot Carrot Carrothttps://itch.io/t/698524/carrot-carrot-carrotMon, 02 Mar 2020 21:00:07 GMTMon, 02 Mar 2020 21:00:07 GMTMon, 02 Mar 2020 21:00:07 GMTCarrot Carrot Carrot is a micro open world game with in art style inspired by QT. You play as a Carrot exploring the mysterious landscape of Garden Shores in order to get a cool hat.

Progress After Day 1 1/2:


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https://itch.io/t/695756/the-adventure-of-hinchinThe Adventure of Hinchinhttps://itch.io/t/695756/the-adventure-of-hinchinSat, 29 Feb 2020 13:31:11 GMTSat, 29 Feb 2020 13:31:11 GMTSat, 29 Feb 2020 13:31:11 GMTHello everybody!

The Adventure of Hinchin is a 7DRL me and my friend are currently working on. I am planning to put our progress here, which is very very slow, and we don't even have a concrete plan. (The weird name is required by my friend) 

So in this game, you are stranded in an unnamed island, and you really should escape it. However, escaping it seems harder than simply making a boat...

You can check out our progress here. I guess we will occasionally post screenshots and stuffs. Fingers crossed!

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https://itch.io/t/697712/working-on-a-7drl-starting-32-0200-gmtWorking on a 7DRL, starting 3/2 0200 GMT.https://itch.io/t/697712/working-on-a-7drl-starting-32-0200-gmtMon, 02 Mar 2020 02:37:01 GMTMon, 02 Mar 2020 02:37:01 GMTMon, 02 Mar 2020 02:37:01 GMTWorking on a 7DRL, starting 3/2 0200 GMT.  Right now I'm thing it will be VR so won't make many of the Berlin convention guidelines but I'll try my best.

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https://itch.io/t/697237/res-furtiva-inspired-by-thief-and-commandos-gamesRes furtiva — inspired by Thief and Commandos gameshttps://itch.io/t/697237/res-furtiva-inspired-by-thief-and-commandos-gamesSun, 01 Mar 2020 19:09:41 GMTSun, 01 Mar 2020 19:09:41 GMTTue, 03 Mar 2020 12:03:53 GMTIt'll be my fifth 7DRL and third one (in a row) where I can almost fully focus on work.

The rough idea for the game:

It's time of war and the city player lives in is occupied by a totalitarian enemy. The player is part of resistance movement and is specialized in thefts. The gameplay will be something like in Thief and Commandows series — a sequence of missions in procedurally generated areas like mansions, military camps, streets. The missions will mostly be about stealing and sabotage. Sneaking will be important because the player will be weak comparing to his enemies.

A thought to make a game like this came to me half a year ago, but the design and story ideas blossomed in my head mostly during last weeks. Of course there are too many of them for seven days, so I'm wondering how much I get can from it. Probably the toughest part will be to create a level generator — stealth games are often like puzzles and it's not easy to write something that generates puzzles.

To my help comes my Osnowa framework which is getting more and more polished — it already lifted much effort from me during my last 7DRLs when I created Artifex gladii and Quinta essentia. The first public version was released a month ago. I'll be also giving support to one guy that decided to use Osnowa for his 7DRL.

This year I wanted to try cooperating with other people. I managed to find a tester, two artists and a musician. Looking forward for effects of this collaboration!

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https://itch.io/t/697009/hannibals-dungeonHannibal's Dungeonhttps://itch.io/t/697009/hannibals-dungeonSun, 01 Mar 2020 15:02:29 GMTSun, 01 Mar 2020 15:02:29 GMTSun, 01 Mar 2020 15:02:29 GMTHello everyone !!

It's my first 7DRL Challenge and my first Rogelike game. I am new to gamedev so I hope I can finish my game in 7 days. And I really suck at drawing, UI and that kind of thinks. But I have high hopes :)

Hannibal's Dungeon is a bit mixture of RTS and Rogue. You are a little boy who entered this horrible dungeon while fallowing the girl that you love, trying to find her and the reason why did she enter here.

Dungeon part is't going to be so complex. But fights will be RTS whit some inspirations from rogelike games.

I'm making this game whit Defold engine using Lua and  Aseprite. Good luck everyone !!

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https://itch.io/t/696733/food-of-the-godsFood of the Godshttps://itch.io/t/696733/food-of-the-godsSun, 01 Mar 2020 09:56:33 GMTSun, 01 Mar 2020 09:56:33 GMTSun, 01 Mar 2020 09:56:33 GMTStarting my 7DRL entry in 10 minutes (12:00 EEST). I'm feeling super excited, success here would mark the first time I finish a game project. I might update more about the project here as a sort of work-diary for myself but might be the work takes first place.

The roguelike itself centers around eating and a hunger system. Hunger systems are often fairly forced timers on progress, but I'd like to see just how far I can take the concept, hopefully creating a hunger clock that means something.

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