Dropbox decided to disable Drakefire Chasm's download link(s) (and to my files in general for too much traffic?). I don't know why exactly but maybe it was the trojan false positive many antivirus software have started detecting in the latest version since last summer that had something to do with it.
Showing posts with label 7drl. Show all posts
Showing posts with label 7drl. Show all posts
May 8, 2016
Drakefire Chasm Downloadable Again
Labels:
7drl,
blog stuff,
dfc,
libtcod,
rogue effect,
roguelikes
Mar 8, 2016
7DRL Day 2: Déjà Vu
It sure is looking much like last year at this point. I would probably be further if I hadn't started rewriting stuff. I also made the will and sanity bars animate like I have in my super secret project but it didn't look as good so that was time wasted. Instead I made them simply lerp between a dark and brighter color.
Mar 6, 2016
Third Time's the Charm (I Hope)
I'm a bit hesitant to make this post given how my attempts at the 7DRL Challenge for the last three years have been seriously lacking in success. I didn't even bother declare the failures for the last two since they really got no where before I gave up.
Mar 10, 2015
7DRL Day 2: No Pawn Intended
Yesterday wasn't too a productive day for the 7DRL. I ran into many issues that severely hampered my progress. I think Visual Studio's compiler may be partly to blame. I think it doesn't tolerate my shenanigans as much as the one in Dev-C++ does. The latter IDE didn't seem to like Win 8, however – it is pretty ancient after all – so I decided to try VS instead.
Mar 8, 2015
7DRL Announcement: Checkmate in Rouge
After much thought, I eventually ended up taking part in this year's 7DRL Challenge. During the past week, my original idea grew so far beyond of what I would want to attempt to create in seven days that I decided to ditch it. That left me without a plan and thus the hesitation.
Apr 6, 2014
Oh, right; that 7DRL (and about Rogue Effect as well)
This year's 7DRL Challenge went much like last year's for me, i.e. it resulted in failure (as is probably obvious at this point). I should've written this post weeks ago when the 7DRL was more relevant, but as it doesn't really make an interesting story, I guess I just didn't feel like it.
Mar 10, 2014
7DRL Announcement: AliceRL
To continue with my recent "theme", I'm attempting to make a roguelike version of an EA published game(s) in this year's Seven Day Roguelike Challenge as well. AliceRL (or Alice the Roguelike) will be based on American McGee's Alice and Alice: Madness Returns. Probably more on the former.
Mar 17, 2013
7DRL 2013: Failure
No luck this year. The reason for failure was definitely my indecisiveness. I just couldn't settle on the game mechanics; how much I should borrow from Mass Effect 3 or should I stay in-universe and try to stay faithful to the source material as much as possible.
Mar 10, 2013
7DRL Announcement: Rogue Effect
This year I will attempt to make a sci-fi themed seven day roguelike. It will be heavily inspired by Mass Effect 3's multiplayer, which I've been playing the past year. The civilizations of the galaxy will call the game... Rogue Effect. (dun dun dunnn)
Jun 7, 2012
(May's) Monthly RL: DDRogue
I blame triple-A games for luring me in with their high production values and preventing me from playing (and developing) those roguelikes. Thus May's Monthly RL comes a bit late. But I guess it's better late than never.
Mar 31, 2012
Monthly RL: Vicious Orcs
I decided to try a roguelike that uses libtcod for a change and ended up downloading Jeff Lait's "once again even still yet another" 7DRL, Vicious Orcs, one of the last year's entries.
Labels:
7drl,
libtcod,
monthly rl,
roguelikes,
vicious orcs,
victory
Mar 19, 2012
Drakefire Chasm Postmortem
Alright, it's time for a full report...
Mar 18, 2012
7DRL 2012 Success: Drakefire Chasm
It's getting pretty hard to keep my eyes open; I've been coding the last 24 hours. So I'll keep this short.
Labels:
7drl,
dfc,
drakefire chasm,
libtcod,
releases,
roguelikes
Mar 11, 2012
7DRL Announcement: Drakefire Chasm
Drakefire Chasm is known for its dragon inhabitants. Over the decades, brave and greedy adventurers have dwindled down the numbers of the scalykind, however, yet some still remain, and the many caves of the Chasm keep drawing treasure hunters even today.
Mar 10, 2011
7DRL Day 4: Performance Issues
I ran into issues with realtime loop and decided to use turn by turn in game. Except that even that doesn't work as smooth as it should. It's playable, but when compared to URLP, LoaD seems like a crawl and I have no friggin idea why.
Mar 9, 2011
7DRL Day 3: The @ Is Moving
...after fighting with a mysterious bug for hours.
Mar 7, 2011
7DRL Day 2: Still Fancy Menus
But at least they are now complete enough for me to start actually making the game. Screenshots below.
7DRL Day 1: Fancy Menus
Or "I accidentally Neverwinter Nights".
Feb 23, 2011
Of URLP and the 7DRL Challenge
I finally managed to figure out the ending of URLP, and now I can get back to writing code again. However, I've decided to postpone that to after this year's 7DRL challenge (5th to 13th of March), in which I'm going to participate.
Labels:
7drl,
libtcod,
map generation,
noise,
roguelikes,
urlp,
wavelet fbm
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