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Work in Progress / [DBP] 7DRL - The Destiny Of Heroes (working title)

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IBOL
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Posted: 9th Mar 2011 07:48 Edited at: 8th Mar 2012 20:57
[time travel]
it's done!

ok, so now it's 2012, and i'm getting ready for the new 7drl.
here is an updated-for-windows-7-sp1 edition of DOH:
download it here

i've taken down the original version, because it no longer runs on updated windows machines.

[/time travel]

well, i just found out that 7DRL 2011 is already happening.
it's a challenge to create a "roguelike" game in just 7 days.
well, i've got 5.5 days, and one is over.

DAY 1 (03/08.11)
i spent most of my time pulling functions out of my current project, "Disciple", to use in this game.
(that is stated as perfectly legal in previous 7DRL rules i've read.)
some of the maze gen, and the visibility code (which i got from roguebasin), and some of the drawing functions.

i also assembled a group or 10 potions, 8 scrolls, and 45 monsters
(right now there all just names / descriptions, but hopefully we'll go to it...)

the overall *plan* for the project is just to finish on time,
with a playable, functional game.

i'm showcasing some (but not all) of the terrain and dungeon generation functions from "Disciple". but none of the depth, or story, or quests, or anything.

the plan is just to make this a working game,
with good level gen and AI.

and now it's bed time...

this is a graphical remodel version screenshot:


orginal version screenshot:


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baxslash
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Posted: 9th Mar 2011 15:15
Wow, good luck IBOL. I'm sure you can do it!

Devonps
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Posted: 9th Mar 2011 22:59
Good luck Ibol

Marriage is a circle of rings....
Engagement ring, Wedding ring, Suffering!
IBOL
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Posted: 10th Mar 2011 08:35
thanks for the support!
i'm taking it a little too seriously, and i have a plan.
i'm staying up too late and neglecting too many real-world things.

but, i've got explorable maps, pick-up-able treasures,
and now readable scrolls and quaffable potions...

woo! my day 2 is complete. sleep 6 hours (hopefully) & do it again.
thur,fri,sat, 1/2 sun remain.

Lost Dragon
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Posted: 11th Mar 2011 07:07
I love Roguelikes. I am following this with interest.
IBOL
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Posted: 11th Mar 2011 08:32 Edited at: 11th Mar 2011 08:33
day 3 ending now...
you can melee attack monsters, and also throw potions at them
(and see their effects)
you can level up by killing enough monsters.

the next/last really big thing on my list is AI
(and wow, that's a big one, since monsters at this point don't move or attack...)

(trying to go for an ironic feel with the name, like


but the game itself is not intended at all to be funny...

Devonps
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Posted: 11th Mar 2011 08:37
Maybe - but those little funny moments can set your game apart from the other Roguelikes...I'd keep it in.

Marriage is a circle of rings....
Engagement ring, Wedding ring, Suffering!
IBOL
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Posted: 12th Mar 2011 08:13
well, another day done, but i got my monster movement AI done,
ahead of schedule.
(monsters still can't attack you, but i'll get to that.)

also enabled the 'descend stairs' functionality...important...

and fleshed out monsters, giving them their attacks and powers, and their AI preferences / personalities.

activated breeders & invisible monsters.

one and a half days to go. i am happy with my progress and confident of finishing... but still have to actually *do* it.

DarkByNight
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Posted: 12th Mar 2011 08:56
This sounds so good!
I'm amazed people can do such a complicated game as a roguelike in 7 days!
I can't even get my dungeon generation and scrolling the dungeon map to work, good thing I didn't enter.
IBOL
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Posted: 12th Mar 2011 19:15
the thing i am learning from doing this is that normally,
i spend most of my time *designing* games,
most of the rest of it *playtesting*,
a lot of time *planning* code,
and just a little bit actually coding.

if i just get down and code i can accomplish a lot.
(probably applies to a few other people too...)

IBOL
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Posted: 13th Mar 2011 10:41
99% done at 5am sunday...
where the heck do i turn this thing in...?

DarkByNight
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Posted: 13th Mar 2011 11:05
The wiki says: post to rec.games.roguelike.announce your successful creation. However, I don't quite know what that means.... some bbs, irc or what?
Devonps
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Posted: 13th Mar 2011 11:16
Quote: "the thing i am learning from doing this is that normally,
i spend most of my time *designing* games,
most of the rest of it *playtesting*,
a lot of time *planning* code,
and just a little bit actually coding.

if i just get down and code i can accomplish a lot.
(probably applies to a few other people too...)"


This is the situation I find myself in, but I really enjoy the design part as evidenced on my blog.

Marriage is a circle of rings....
Engagement ring, Wedding ring, Suffering!
IBOL
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Posted: 13th Mar 2011 17:59
@DarkByNight ,
thanks , my brain is so fried...that's what i thought but i didn't know...appreciate your cool head!
devonps, yeah, i love design too (apparently).
...must finish...

IBOL
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Posted: 13th Mar 2011 21:03
FINAL VERSION! (yes i mean to yell, it's been quite a week!)

from the 8th to the 13, i have created a full game.
i used some map-making routines i already have,
and a few string functions,
but everything else is brand new, and that is well within the bounds of 7DRL.

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IBOL
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Posted: 13th Mar 2011 21:26

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baxslash
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Posted: 14th Mar 2011 11:18
Well done IBOL!

An achievement to be very proud of.

I'll have a play as soon as I get a chance!!

IBOL
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Posted: 16th Mar 2011 21:34
for the past 3 days, i've been writing an AI BOT to play the game,
and the furthest it's gotten is Depth 11 out of 15.
that's pretty good! the early game is usually the hardest,
so most tries fail on level 1 or 2.

it has all the same limitations as the human player, like having to *see* a monster to know it's there. (LOS, light)

it can use scrolls and potions intelligently also.

i only beat the game once, and i had to save-scum to do it.

hope to hear from more players.

(i also addressed a lot of issues the 7-day version had,
like adding a progress bar to dungeon generation so you know it's working)

Devonps
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Posted: 16th Mar 2011 22:47
IBOl - that's excellent news, well done.

Marriage is a circle of rings....
Engagement ring, Wedding ring, Suffering!
IBOL
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Posted: 19th Mar 2011 17:38 Edited at: 19th Mar 2011 17:41
ok, so i finished my AI Bot to my satisfaction, and it is capable of winning! i made a movie with shots of levels 8-15.
the bot has all the limitations that the human player does,
and uses potions and scrolls intelligently (it will throw a potion of acid at a fleeing enemy, or if it's badly hurt and still in danger,
it will use either a potion of healing or a scroll of teleport to escape!)

the bot code itself is about 1500 lines, with all spaces, and probably
not as organized as it could be, but it works!

very soon i will release a final-ish version of the game, with the option to use the bot, but i think it will negatively effect your score.

side note and question: on my computer screen, the colors are bright and very nice looking. but in the fraps movies they're so dull.
to anyone who has played this game, are the colors in-game nice or yucky?

Watch Movie Here

pictionaryjr
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Posted: 20th Mar 2011 04:03
I only have one complaint. More food. I died because there was no food. I made it to level 3 and i think i only saw food maybe once. out of the 3 levels

IBOL
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Posted: 20th Mar 2011 06:26
there's basically one food per level, with a 25% chance of one more. it's really tough to find a balance between too easy and too hard.
a food is also *guaranteed* on a level if you go there with <30% nutrition.

maybe i should have "settable difficulty".
otherwise, glad you only have one complaint!

Moaz
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Posted: 20th Mar 2011 10:44
What's the point of using text instead of graphic?!
DarkByNight
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Posted: 20th Mar 2011 13:01
Text games can be great fun, ofcourse less so for some people. There are several sites dedicated to text based games, especially roguelikes, which this game falls under.
IBOL
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Posted: 20th Mar 2011 20:16 Edited at: 20th Mar 2011 22:22
Quote: "What's the point of using text instead of graphic?! "

-most roguelikes are ASCII, and some offer tiles. it's the genre
-some people don't have the skill or time or money to develop graphics.

here's the final version, with the AI BOT, but using it decreases your score.
also lots of little fixes.

also, i'll email the source code to anyone who wins the game and sends me a screenshot of the ending. (but you have to have more moves than bot_moves)

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IBOL
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Posted: 23rd Mar 2011 05:22 Edited at: 23rd Mar 2011 05:24
well, i decided to try the challenge of converting to graphics,
and using david gervais's famous roguelike tileset,
the game now runs in both a graphical tile version,
and the original version!

i have some tweaks to make to the graphics and the program,
but another version is on the way (and i thought i was done!)
(and it even helps the frame-rate!)

here's a screen shot, surrounded by albino centipedes and yellow molds, with some food on screen, and some exploration done.



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DarkByNight
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Posted: 23rd Mar 2011 06:16
I must admit I've never been good at roguelikes, although I really love them.
This one is a really fun one, but I can't even get past depth 2.
I'll keep playing!
IBOL
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Posted: 26th Mar 2011 06:59 Edited at: 26th Mar 2011 07:09
i've made a lot of progress with the graphics remodel, and thanks to some things said in this review
i have reduced the amount of empty space, and increased viewable map area.
(bats are weaker, and your final messages are displayed if you die.)

soon this will be released for play.

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IBOL
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Posted: 27th Mar 2011 06:15
well, the graphical version 1.2 is ready, and i must say, i think it is more fun to play now! please give it another try.

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DarkByNight
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Posted: 27th Mar 2011 10:26
Oooh what a purdy game.
Although I must admit I like the ascii version better, it somehow seems less messy and easier to navigate.
Maybe that's just me!
No matter what, awesome work, I love playing this one almost as much as grail.
DarkByNight
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Posted: 6th Apr 2011 16:52
Just in case you didn't know, the game has been reviewed several places.
Here is one!
http://heroicfisticuffs.blogspot.com/
IBOL
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Posted: 6th Jun 2011 08:00
glad you newsletter guys noticed...
mine was actually ranked 5th in 7DRL 2011,
out of 40+ successes and 80+ attempts

go dbpro!

(one thing that a number of reviewers didn't like was DBP's 100% cpu usage)

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