Day 7: Success!

ihanvika

It is finally done. The final day was more productive than we expected. The content might not be perfectly balanced, since most of it was added during the last few hours. The first days were not very productive, so we had to hurry during the last few days and most of the code is just tangled spaghetti code and dirty hacks, but it works.

The game was made with Typescript and Purescript. Most of the problems we encountered happened because part of the gameplay mechanics were implemented in Typescript and the rest of them were implemented in Purescript and they were not playing nicely together. If we could start again, we would implement the whole game either in Typescript or in Purescript and use yendor.ts instead of rot.js.

You can play the game here.

Github repository: https://github.com/maqqr/7drl2017

shot

Here is a comment from one of our team members:

”After countless hours of intense code vomiting and bandaging, I think we finally managed to produce some passable spaghetti.”

mikrkilk – Lead Typescript Programmer

And here is a comment from our illustrious team leader:

”I am a bit surprised that we managed to finish the game. Hopefully next year we will have more time for polishing and testing.”

Maqqr – Project Leader, Programmer and Honorary Sausage

Mainokset

Frostlike – 7DRL 2017 announcement

ekapaiva

Icy dungeons, cold blizzards and an endless winter. An evil wizard has cursed the world and made it permanently frozen. The only way to break the curse is to defeat the wizard.

Team Kalamakkara will try to create a roguelike game that focuses on cold environments. The player has to fight against monsters and crawl through dungeons, but also keep themselves warm.

The game will be made using Typescript and Purescript.

Github repository: https://github.com/maqqr/7drl2017

The development begins at 5.3.2017 20:00 UTC+2 and ends at 12.3.2016 20:00 UTC+2.

Day 6: Almost done

day6

Equipment system is done. The player can die now and the guards can die also. We still need to do level changing. The player will be able to escape the map after collecting 50% of the loot and go to a new level. We might add a shop between the levels, where you can buy and sell items.

Day 4: Guards!

day4

Today we added line of sight, path finding, new tiles, guard AI and skills. Guards can be patrolling, standing in one spot, or sleeping. There is a gray question mark above the guard when there is a possibility, that the guard can see you. Yellow question mark means that the guard is suspicious and will investigate. Red exclamation point means alert. Civilians will have the same states, but they will run get to guards when in alert state, instead of chasing the player. We started working on inventory and equipment, but those are still unfinished.

During day 5 we will probably finish inventory and start working on combat and stealth mechanics.

Day 3: Parkour

day3

Not much happened today. We improved jumping and you can now grab a ledge and pull yourself up. The map rendering was rewritten and it supports maps that are bigger than the screen. Next we will implement field of view and add path finding and AI to guards and peasants.