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TIGSource ForumsCommunityJams & EventsCompetitions7DRL 2012: March 10th-18th
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Author Topic: 7DRL 2012: March 10th-18th  (Read 21909 times)
Ashkin
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« Reply #20 on: March 10, 2012, 06:08:30 PM »

I really wish I had time for this Concerned
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eigenbom
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« Reply #21 on: March 10, 2012, 07:21:06 PM »

I only had time for a mockup, but I can totally imagine this being the most awesomest RL ever..

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JasonPickering
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« Reply #22 on: March 10, 2012, 07:44:55 PM »

these are all looking great. Might as well post mine.



its really hard to make tiny vehicles not look like advance wars.
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BlueSweatshirt
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« Reply #23 on: March 11, 2012, 01:52:19 AM »

Looks like this'll be the sheet of my game:


Time to make stuff with it!
May add more enemies or objects later.
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Geeze
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« Reply #24 on: March 11, 2012, 11:05:06 AM »

I got started today. Did most of the basic code to work. I think I'll have something "playable" tomorrow.

My plans is to use a point-based system to generate foes and the player classes, kinda similar to GURPS and many pen'n'paper roleplaying games. Maybe even combining some 'class/race/alingment templates' so stuff like evil mighty goblin fire mage is possible if the point limit is enough.

No idea for the name yet.
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BomberTREE
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« Reply #25 on: March 11, 2012, 11:50:37 AM »

@Jakman4242 Oh my. Those little lizards are so ohhh yes. Kiss
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Franklin's Ghost
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« Reply #26 on: March 11, 2012, 02:29:10 PM »

these are all looking great. Might as well post mine.



its really hard to make tiny vehicles not look like advance wars.

Saw this in the pixel thread so nice to see it's being turned into a game. Looking lovely and good luck with it.

Would enter this, but don't think my coding skills are up to the speed to get it done on time.
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JasonPickering
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« Reply #27 on: March 11, 2012, 02:52:48 PM »

its going good. I just reached the spell portion. I know how the spell system works, but its going to require some art, so I am trying to figure out the most efficient way of doing it.
 
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ratrogue
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« Reply #28 on: March 11, 2012, 03:08:32 PM »

Ok, the Infinity "device" is basically working:




Now I don't have much time left for actual RL gameplay. :P
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brog
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« Reply #29 on: March 11, 2012, 03:36:18 PM »


Haven't made as much progress on this as I'd have liked this weekend, some other stuff came up.
Basically it's going to be very tactical, each level is a tactical puzzle to solve, to figure out how best to get to the exit while maybe grabbing some items and taking as few risks as possible.  Low hp, almost no regeneration, no benefit to killing monsters other than them being out of your way.  No backtracking through previously visited levels or anything.

Thinking about maybe having a political element, bribing different groups of monsters to fight each other instead of you.  That might overcomplicate things, we'll see how time is and how it fits once I have the base game working.
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BlueSweatshirt
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« Reply #30 on: March 11, 2012, 03:54:44 PM »

All of your guys' games look amazing so far.  Kiss
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JasonPickering
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« Reply #31 on: March 11, 2012, 03:55:19 PM »

I really thought I would stand out as actually making a graphical roguelike, but after seeing all the posts, It seems I wont be the only one.
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Xion
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« Reply #32 on: March 11, 2012, 04:56:57 PM »

yeah, I don't think I've ever seen so many graphical entries to 7drl. Though, I don't really follow it closely, I usually just play the games after the fact.
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IzzyReggie
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« Reply #33 on: March 11, 2012, 05:50:45 PM »

Wow, you guys are... super quick. I'm using this roguebasin article and I'm up ready to begin step 4. Everybody else looks slightly more advanced than that  Embarrassed
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Franklin's Ghost
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« Reply #34 on: March 11, 2012, 06:14:17 PM »

Really impressed with peoples game posts so far, looks like everyone's games are coming along really nicely. Looking forward to playing everyone's finished games  Smiley
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JasonPickering
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« Reply #35 on: March 11, 2012, 07:47:16 PM »

Tomorrow I might post up a flash build. I need some feedback. I have most art done and just need to add effects.
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Sakar
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« Reply #36 on: March 11, 2012, 08:17:44 PM »

I've made a lot of progress since the video I posted. I've added inventory, lootable chests, potions that don't tell you their effect until drinking them, torches to light up the now super dark levels, and blocking.

I'll try and upload a video tomorrow
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Franklin's Ghost
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« Reply #37 on: March 11, 2012, 10:00:24 PM »

I've made a lot of progress since the video I posted. I've added inventory, lootable chests, potions that don't tell you their effect until drinking them, torches to light up the now super dark levels, and blocking.

I'll try and upload a video tomorrow

Hey Sakar, your last video was looking good. What are you using to make the game?
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BlueSweatshirt
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« Reply #38 on: March 11, 2012, 10:22:07 PM »

He's using Unity.  Smiley


I've got levels loading and functional from Ogmo. The way it works if that prefabs of various sizes are loaded and linked together with some metadata. It's simple but it's working out well. I've also got the platforming engine working. So far I'm about a day ahead of schedule, so that's pretty great.
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Franklin's Ghost
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« Reply #39 on: March 12, 2012, 12:32:23 AM »

He's using Unity.  Smiley
Thanks Jakman4242.

Nice to hear how your game is progressing. Have always wanted to try using Ogmo with flash but never got around to it.
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