Well, you gotta save both bulls in the last stage ;)
As promised I'll seriously contemplate the doability of a real device, even Kickstarter might be an option for a larger production scale, once I have the time, which should be this summer.
That would be cool. I got pretty good feedback for my game, and lots of idea to expand gameplay while keeping the format.
- For starters, I'm entertaining the idea of inviting everyone to publish your games on mobile. Personally, I'm sporting an Android dev account, which could serve as a low-level entry for publishing, there shouldn't be problems with rights which of course stay with the developer, as well as money, because as I see it the games could be some kind of open source/public domain? (Obviously games that can't be published for Android right away need much more work to make the publishing work.)
I can do this for my entry pretty quick, just need to add some touch screen support
- Another thing is a recurrent jam: what do you think about repeating this jam regularly, say every half year, or maybe every four months? I have already some minor ideas I would like to try for it, more on this subject in the lengthy Post-Mortem I'm planning to write once the results are in.
I would be up for it. :)
Another year, another 7DRL. 14 of them now. Play it now here!
You are a Real State agent who visits an old abandoned mansion to assess its market value and put it on sale, but when you are inside, checking some of its ancient artifacts, you pass out and wake up in a room…. what surprises await for you in the mansion? Every time you play there will be a new adventure!
- Design, Code and Integration by Santiago Zapata
- Game Art by Giovanny Ramirez
- Cutscenes by Bombillo Amarillo
- Ambient Music and Sound Effects by Ashton Morris
I was only able to fit less than 2 hours on the final day (!). During the day I precompiled the list of things to be done in my head, to make the most of out the limited time I knew I would have. Here’s what I did during that final push:
As you can see, all of it was polishing, no new game content but I think it was worth it to provide a better end product.
I’m happy with the results this time. Following are the things I wish I could have included:
On the other hand, this is a list of things I was very happy to achieve:
So far, only a couple bugs have been reported (and none of them seems to be a extreme blocker) which is good:
I consider this is a complete game (go ahead and try to escape the mansion!), however I believe there’s potential to continue working on it. Here are some ideas I’m thinking on working on besides the ones already mentioned above (I’ll likely write a longer post about it in the future):
Time invested: 30:31
Getting close to a playable game, at least now you can roam the mansion and your advance will be restricted by locked doors for which you have to find a key. With some more efort we will have a basic game.
Coded the transformation of dungeon rooms into mansion rooms, effectively integrating the random layout generator into the engine.
Modified the Dungeon builder to generate sections separated by locked doors, and placing keys for the player to find, ensuring it’s solvable.
Splitting the mansion into sections, while not “realistic”, makes for a more interesting scenario given the time limitations. (Else there may be places worthless to explore, and determining the winning condition would be harder)
While on a boring adults’ assembly, started thinking on the theming of the rooms, based on the list of objects at hand. Ended up with some room type definitions
Used this to select the floor and wall types for rooms (as well as persisting the color selection).
Started integrating the content into the rooms, starting with some floor and wall decoration.
Thank you! The idea of adding an on-screen map sounds good... I've made enough games where I think it'd be cool for people to create their own maps to prevent getting lost, but they never do (instead they get frustrated and abandon the game)
I don't think I'll be able to include that on the 7DRL timeframe tho. I'd be lucky if I can finish something playable.
I couldn’t afford to code on the game today.
However, on the art side, Ashton sent a cool sounding ambient track as well as a pack of eerie SFX. (Check it out here!)
And we also had advancement from Giovanny who created 40 different objects to populate the mansion.
I also contacted some old friends who made the art of Ancient Shadows, and they agreed I could use some of it on this project, I’m thinking on using them for a kind of intro sequence.
Finally, even tho I couldn’t code, I thought a lot on the theme and general structure for the game as well as the main character. Here’s the first draft, a summary of what the game is about:
You are a boring Real State agent who visits this old abandoned mansion to assess its market value and put it on sale, but when you are inside it, checking some of its ancient artifacts, you pass out and wake up in a room. You find out you are trapped inside the mansion and begin looking for a way out, but as you do that you discover a monster is about to invade our world and the only way to stop it is by invoking an ancient ritual, whose details are scattered all around the mansion.
Of course, there’s only two days left, and I’m super tired… I’ll likely fail.
<insert complaint about being too busy here>
At long last was finally able to start working on the procedural aspects of the game. After a false start trying to come up with a generator that created the rooms layout directly, I decided to do a two steps process where I first generate a general layout and then I can go through each room and transform it to the format required for the engine.
I took Ananias’ dungeon generator as a base, removed a LOT of things on it, and tweaked it for the purposes of this game (super narrow rooms with 8 specific possible exits and no corridors at all.
It took some effort but finally got some good results. Next step involves mapping this to room data, including translating the vertical rooms to the horizontal format.
I still need to add the locks / unlocks to it (i.e, pairs of keys and locked doors, or some other kinds of more creative obstacles). But I’ll first integrate this basic map into the engine so the player can roam the mansion.
Already thinking in the best way to cut the scope to provide a finished product while it still being interesting and not just an alternate format for a plain exploration game with lots of backtracking.
Things on the ToDo:
Didn’t manage to do much today. Especially missed the mark for doing the first version of the procedural generator
Added identification of objects via UUID to prevent them from being generated multiple times once picked, this also allowed me to implement the “Drop” command.
Unlocked doors are now also kept status so you can drop your key to lighten your load.
Finally, I got the first batch of art from Giovanny for the walls, doors, and floors. I did an initial integration (still with random hues for walls and floors) and looks pretty good.
Time Invested so far: 12:00
Another crazy day at work and adulting… but this is the 7DRL, there are no excuses.
Giovanny continues working on the art part, mainly focusing on more floor and wall types, as well as some initial objects.
Time Invested so far: 9:00
Expected to advance a bit more but was caught up in a lot of work.
Spent time: around 5:00
The 14th 7DRL challenge has started. I must participate, else I would break my record.
I had a couple of ideas running through my head for this year. In the end, I went for this one: Explore haunted mansions finding their secrets.
I don’t intend to make a full procedural point and click adventure. I am aware of the key factors that make them fun, and I don’t pretend I’ll be able to generate interesting characters and plotlines, less so in 7 days – no sir. All I’m doing is trying to follow the format, the presentation of the world reminiscent of that genre which I frankly don’t know much about but have always found intriguing.
For the art, I considered doing the pixel art myself using the original art as a reference (i.e., deconstructing some screenshots from the NES version and changing random bits), also thought on using ASCII art. But in the end, I’m going to try to aim at having higher res art done by Giovanny Ramirez, someone with whom I already teamed up for “Rise of Kramora” (my 7DRL from 2016). We are going for a simple and effective style, trying to convey a similar feeling than an old project of mine (Ancient Shadows, which deserves a post to talk a bit about it)
Some of the planned features:
My idea is to get to a first iteration where you can explore the mansion, find a treasure. If I manage to do that I’ll consider trying to add something horrendous to it.
1. As far as I remember, you don't need to set up any payment if you want to publish a free game.
2. Nope, it's just a web upload of your package, if it's an executable, or a zip with an index.html if it's web
3. You don't have to but it's the preferred way, so that entries can remain in time
Since the submission process uses the normal itch.io game upload, I'd suggest you upload a test game before the 7DRL just to get the hang of the process, it's really simple.
The ROGUE program has activated and is corrupting the characters on the AVRS system, transforming them into monsters. Our only hope is summoning the program manager to kill the process and keep the balance on the software.
Play online at https://slash.itch.io/rogue-program
Any feedback is welcome :)