I figure I never replied to this; I think for unique seeds it's healthy to extract some from harvested fruits and keep them in a safe place; I don't think we are ensuring all unique seeds are being generated tho, that's something we should look into.
Slashie
Creator of
Recent community posts
Hello there! we were just discussing this yesterday in the discord :)
You can get libjcurses64.so at https://github.com/sunhong/jcurses/tree/master/lib you'd just have to delete the old one and leave this one.
Please let me know if that works!
it seems to be an issue with the underlying "JSRL" infrastructure code so likely shared with Emerald Woods as well.. ? LIkely to be fixed there first (if it exists there) and then backported into this and others..... I've actually seen a worse bug with direction keys being "stuck", that might prompt a complete replacement in any case.
Original 7DRL Version
- March 12, 2023: 7DRL Version Released
- Accessible at https://slashie.net/mdd-7drl
- Accessible at https://slashie.net/mdd-7drl
Post Jam Versions
These retain the base scope of the 7DRL version, adding just aesthetics, accessibility and stability improvements
- March 13, 2023: 7DRL PJ1 Version
- Fix overworld ambiance
- Improve combat flow with sliding animations
- March 14, 2023: 7DRL PJ2 Version
- Add smooth map scrolling
- Add missing music tracks
- Add maps for towns
- March 16, 2023: 7DRL PJ3
- Fix Crash when returning to boss lair
- Center viewport correctly vertically
- Only consider enemies as active if within the visible part of the viewport (not the scrolling border)
- Locate big enemy sprites correctly
- Display gold value of treasures
- Improve display of item effects in inventory
- Make aguardiente dangerous for your health
- Buff guts recovery from items
- Nerf patasola and bracamonte attack
- March 17, 2023: 7DRL PJ3b+c
- Add Super Gameboy-like frame
- Improve onboarding for exploration and combat
- March 18, 2023: 7DRL PJ4
- Fix timing issues with dialogs
- Improve procgen caves appearance
- March 19, 2023: 7DRL PJ5
- Fix critical issue with game hanging after entering locations
- March 19, 2023: 7DRL PJ6
- First version with mobile browser support
- March 20, 2023: 7DRL PJ6a
- Fix issue with prompts for mobile
- March 22, 2023: 7DRL PJ7
- Spanish localization
- Save/Load games
- Low-res cutscene mode for mobile mode
- March 23, 2023: 7DRL PJ7a
- Fix issue preventing the game from running in the itch.io app
- Spanish localization fixes (townspeople)
- Add Daniel and Alejandro NPCs
- Add follow behavior for kids and chicks (pollitos).
- March 24, 2023: 7DRL PJ7b
- Fix bug with lair and grotto maps crashing the game
- Fix bug with lair and grotto maps crashing the game
Very beautiful game! played all the way through completion (ends in a black screen with just heartbeat?) and it was very interesting to see the "neural network" thing forming and gaining life after every level. I didn't get to learn much about Sal Fandale and their story, or their work, but it was a good experience nonetheless!
@Flyce_9998 if there was a technical issue during exporting preventing your game to be played, you can submit the fix (just point out it is the original submission, just with that technical fix). You can do this on the same game page.
@SaitoInteractive Just make sure there's a way to play the original submission from the game page you submitted as part of the challenge; it can be a link to an external website or a link to another itch.io page (although that second option might get confusing for the reviewers)
IGNORE THE COUNTER ABOVE
March 4 to March 12, 2023 (in your timezone), you are challenged to create a complete roguelike game in 7 days, for the 19th Annual 7DRL Challenge!
Time frame
The 7DRL Challenge has special rules regarding timing, so the normal itch.io jam time counter is not accurate.
- You have max 7 days to work on your game, and they have to be consecutive.
- The date you pick to start working must be between March 4 and March 12 in your local time.
- If you start on or after March 6, you must still submit before March 12's end of the day, so you will have less than 7 days to work on your entry.
The process for this is to post it as "incomplete" now, submit your 7DRL version (if you want!), and continue working on it :)
Itch.io will allow you to continue uploading new versions of the game even after the 7DRL is over (there is nothing blocking that), however, we are asking people to honor the rules of the challenge and provide a 7DRL version (especially if they mark the game as "Completed") so that both players and jurors can experience the original game.
Day 5
Illustration
New cutscene illustration
Programming
- Expanded dialog box
- Sell treasure
- Upgrade equipment
- Integrate pixel art
Content
- Hand over work to Stoltverd so he can push changes in texts and values
- Tweaks in descriptions and effects of items (Stoltverd)
- Tweaks in cutscenes text (Stoltverd)
- Configure 8 dungeon levels for the main dungeon, and 4 for a side dungeon
- Tweaks in the overworld map to draw roads correctly (instead of flat blocks)
Audio
- Gecko is recording tiple music
Project
- Decided on a name "Monte del Diablo" after much discussion
Day 4
Illustrations: Tweaks on the title screen, coloring for cutscene slide #2.
Pixel-art: I got the first WIP of the tileset from AguaHervida and started integrating it. It was helpful to have it now since we already found some incompatibilities with how the engine works, so it's always a good idea to do it early!
Coding: Inventory grid, being able to use the items in your inventory (including coding the effects on status for most of them).
Day 3
Not a lot of progress today on the dev side due to real-life. However, I'm placing the towns randomly in the overworld (shuffling them over preselected spots) and did some work in the item's model so you can pick up items. Also defined what items will be included and what's their purpose going to be in the game.
Stolverd worked on the design of the towns and what makes them unique and shared some thoughts about items and the combat system.
QuietGecko did some audio work (goblin vo, player attack and hurt, enemy hit)
I went and created an asset list for AguaHervida so he could have some guidance for his pixelart work, he's doing some good progress.
Inki also pushed ahead with the coloring of the title screen (WIP)
Day 1
- Create a skeleton based on Broken Connections
Non-dev
- Discuss design of main character and antagonist
Day 2
- Gameboy Color Layout with sharp scaling
- Add test overworld and town
- Rudimentary battles
- Integrate music and sound effects
- Allow petting dog
- Integrate new pixel art for building and the main character
- Add support for high-resolution cutscenes (double canvas) and integrate two test cutscenes
- Add simple victory condition (kill the devil)
- Add procgen for devil's stronghold using StygianGenerator lib (Rainy Day implementation as a reference)
Non-dev
- Discussing name of the game