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a 2.5d explorer/horror game about NEURAL-9, a memory disease that spreads via eye contact

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White Magic

Oh hey time to check this out. I've always liked your reviews, let's see how the game is.

Seven Day Roguelike 2012

author=Overload
author=psy_wombats
Well, everything's moving right along:
May I ask what engine are you using?

The game's homemade in Java. I'm stealing a lot of code I wrote for 7DRL last year so I can make a more interesting game though. If you're interested and have a working knowledge of Java, I can probably provide the framework.

Seven Day Roguelike 2012

Well, everything's moving right along:

Seven Day Roguelike 2012

author=Avee
I just came up with a fine little pre-prod document so I might really give this event a try.

I'm currently wondering what would be the simplest way to make the roguelike "sight" effect under 2k3. I'm thinking about having parallel process conditions check if enemies are within the player's sight range (no. of tiles, x y position). If they are, activate a switch that shows the enemy's sprite in its event page (copy/paste its "move/action" page. First page has no sprite, second page has one).
Would there be a better way to do this?

(also I'll use a Picture for the lighting effect)

EDIT: Oh I have another important question... Just how can I completely hide (make black) the tiles the player didn't come close to? If this is too much trouble to make in 2k3, I might not bother with it. I think it would be easy to make with an event for every tile but it would lag horribly.


If you mean just LoS stuff, I'd go with an overlay. Make sure all your maps have 10 free squares on left/right, 8 free squares on top/bottom, and then just use a mask to limit LoS.

If you're trying to make the sort of growing map thing, then I'm not aware of a good way to do it. All those events would lag horribly... Keep in mind this isn't one of the defining features of a roguelike, just something that most have, so there's no obligation to do it.

Seven Day Roguelike 2012

author=Avee
I enjoy these games the first and second times I play (Descension hosted here for instance), but it gets boring real quick to me.
I'd be interested in this event if straying away from the boundaries of "rogue style" is allowed so I could present different/unique movement and battle mechanics and include story progression (but still keeping the core concept of it, which seems to be "randomly selected maps with randomly generated items, foes, Action RPG battles").

The event actually has a sort of "contest" portion to it (not really a contest, just a team of reviewers who score games). They evaluate both for roguelike-ness and for innovation, so there's some room to play with the genre. There've even been a few games with static maps, though I don't remember any that used ARPG mechanics. I'd be interested to see one though!

Seven Day Roguelike 2012


This year: March 10th - March 18th

The Seven Day Roguelike event is a exactly what it sounds like: you create a rogulike RPG in 7 days. The objective is to create a full game in a very limited amount of time. It's pretty similar to the game jams/marathons you see around here, but with a limited genre. This is all run through RogueBasin (I'm not involved in planning or anything) Here's the wiki page:
http://roguebasin.roguelikedevelopment.org/index.php/Seven_Day_Roguelike_Challenge

I figured I'd post this here as a heads-up for anyone looking to get into roguelike development that hasn't tried already. For those who haven't heard of roguelikes, the basic idea is that the entire game is procedurally generated, and once the player character dies, it's gone for good and the player restarts in a newly generated game world. I like a few of these games (ADOM especially) and it's sort of an underrepresented genre around here.

My results last year:
Deep Realm Heroes - the most basic bare-bones roguelike you'll ever play
Golden Age - Endless Dungeon - the same engine plus a month of work, and the art of miracle man Enker
So it's definitely possible to get something interesting, and if you screw up, who cares? It's only a week.

So post if you've got ideas or might be interested. Hopefully there will be a couple RMN entries.


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

I'll be working with Enker this year on a sci-fi roguelike.

Music Challenge - Phase 3 Results

How long do we have to vote?

Music Challenge - Phase 3 Results

Track comments...



1. Might be nicer with more instruments, feels kind of open. Not really a clear themes. The percussion gets a little grating as well.
2. Orchestral entrance is wonderful. That change 2/3 of the way through is certainly... inspired
*3. Nice melody. Probably the best of the MIDIs, this isn't held back by forma at all.
4. Needs mastering work, doesn't really work as a battle theme either.
5. Love the transition into violin, though the tempo change is kind of weird. Piano is awesome, downtempo areas not so much.
6. The guitar sound is weird, but good percussion. Sounds a little muted.
*7. Good pace, kind of weird pannning. The piano and violin are nice, though the guitars get kind of old. Feels like it needs to change, or have a more distinct/repeated melody. Cellos are always cool.
8. True FC mix, cool! Doesn't have much direction though.
9. Good BGM, but probably not a battle. The guitar doesn't really fit with the long notes on strings.
*10. Concentrates a lot on drama? Good use of percussion, could use some more melody.
**11. This is the type of orchestral I really enjoy. If it weren't for that piano keychange towards the end this would be perfect. I think the piano in general is weak, but the driving low strings are excellent.
*12. This feels really open/incomplete. Just the bass/guitar/string lead doesn't really do it in some places.
13. Lacks a good melody. The guitar is well-done, but it just doesn't sound good with long string notes on top. Why did so many people do this...?
*14. Feels very open... more battlefield/cave/mystery rather than a battle. The guitar is really cool though. Good use of panning
15. Decent orchestration, but just guitars doesn't really make it a battle theme. Sounds kind of rock anthem-y, or maybe a more open battlefield. A bit meandering.
16. Nice acid/moving bass feel, good percussion. Still, doesn't really feel like a battle. Some sort of melody from the violin would've been nice.
17. Mastering work needed. Clips in the bass. Melody is nice, it's a shame. Weak ending on the piano as well.
**18. Excellent rhythm and bass. That top instrument is annoying, but this one sounds the most like a battle theme. The dropout around :35 is good composition. 1:16 is great. This sounds like a 16-bit legit battle and I really like it.
19. kentona, you troll you


Vote: 11
I wish I could vote for: 18

The Screenshot Topic Returns

Added_Lighting.png

author=captainregal
Do you dislike it. I have never used lighting "overlays" before. I was hoping for some feedback on this.

I don't dislike it, it's just a very VX thing to do, if that makes any sense. It doesn't really provide a unique look to your game.

Actually adding lighting via indivual lightmaps or something else might look better, but at the moment, this isn't bad at all.