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AppGameKit Showcase / [WIP] 7DRL 2013 - 88 Pages

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IBOL
Retired Moderator
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Location: @IBOL17
Posted: 11th Mar 2013 23:22 Edited at: 17th Mar 2013 06:44
Well im writing another rogue like in seven days
88 Pages will feature a single ever-changing level

88 Pages is a success for 7DRL 2013

Download The Finished Game Here!

Quote: "
Every Wizard Knows The Legend Of The 88 Pages:

An Incantation so powerful that it was written one
syllable at a time on eighty-eight seperate pages!
And the monk transcribing it who went insane and
scattered the pages to the winds of the Haunted Forest.
Where the paths change as quickly as you turn your head.
Where hope and sanity are lost as easily as your life.
"







...finished 12 hours under...

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IBOL
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Posted: 12th Mar 2013 06:48 Edited at: 12th Mar 2013 06:51
OK, day 2 gone.
- rudimentary item & monster spawning done.
- basic screen layout done (2 hours of compiling and moving screen elements!)
- some item pickup. a few sounds activated.
- some basic ongoing changes to map during play
(but always out of player's direct sight)

from yesterday:
- basic terrain file and spawning.
- wrap-around edge to edge for never-ending world.
- basic display of terrain and character.
- collection of tiles.

more to come



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IBOL
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Posted: 13th Mar 2013 05:18 Edited at: 17th Mar 2013 06:52
So I'm at work its a good time to write about 7DRL

Today I got the wizard able to fire magic bolts

The combat works like this:
You have no melee attack .
Your wizard staff can fire magic bolts of whatever SCHOOL of magic you currently have.
You can find and pick up "auras" of different schools
There are 6 schools of magic:
fire, ice, stone, light, dark, gray
I've used these before but not in this way
Each kind of magic kills one kind of monster

But you must attack from range,
monsters don't move but they will hurt you if you get too close

And if you shoot a fire monster with a fire spell
It will CLONE THE MONSTER!


Next I need to work on getting the monsters to attack you
[EDIT]: as of 2am, monsters ATTACK!

After that its getting proper item monster and dungeon spawning

(img edited out for now)

so tomorrow is proper spawning.
monsters and items.

i hope i get the chance to do some special items.
a crystal ball that gives temporary total vision.
runes that provide protection against a certain kind of enemy.
[EDIT]: as of 2:49am , Runes of protection spawn, picked up, and they WORK!.
i HATE going to bed. (but i love to sleep)

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MikeMax
AGK Academic Backer
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Location: Paris
Posted: 13th Mar 2013 11:34
it seems to be great !!! keep up the good work on it !!!
IBOL
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Posted: 14th Mar 2013 06:47 Edited at: 17th Mar 2013 06:52
maybe i'll get a playable demo up,
but either way, the finished product should be up by saturday/early sunday.
(my official stop must be before 12:10pm sunday)

more good work done today, with lots of little tweaks.
still need to approach terrain in a controlled way,
and get monsters to spawn appropriately.
...keep getting distracted...

screenshot of what it might look like when you're hallucinating!


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Hodgey
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Location: Australia
Posted: 14th Mar 2013 10:04
I'm very interested to see how this turns out. I've seen some of your past work, did you write a simple rts in 20 lines with David Gervais supplying the graphics? Either way this looks like an interesting project and I'll be keeping an eye on it.

Digital Awakening
AGK Developer
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Location: Sweden
Posted: 14th Mar 2013 12:23
Haven't played games like this before. Should be interesting to try. Looks nice and old school


Demo 3 is out now!
IBOL
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Posted: 14th Mar 2013 20:51
hodgey, yeah, that was me & him.
we did a space rts, (space conflict)
a dungeon crawl (grail of the gods)
and a space trading game (merchant nebula)

and i use a lot of his old tiles.
and yeah, RLs are pretty old-school.

have to go to work now,
but have friday & saturday off to really crank it out.

IBOL
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Posted: 16th Mar 2013 07:34 Edited at: 17th Mar 2013 06:20
making some excellent progress.
but i still need the beginning story and the ending victory.
(i almost forgot!)
added a menu, and help screen today,
got some 'level feels' added, got a monster that
wanders and chases you and is imune to your magic!
(most monsters don't move at all; they're more puzzle-y)

today i added 'treasures' that are protected by groups of monsters.
they are just for score and challenge.
also got fountains with random effects working,
as well as the ability to hallucinate, if you run into too many mushrooms.

just found some would-be crippling errors that effect the spawning
of certain things at certain points in the game. fixed them!

so tommorrow i've got to package it all up and get it ready to submit. 7 days is awesome!

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Cliff Mellangard 3DEGS
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Posted: 16th Mar 2013 10:20
Looks sweet and will download as soon as you have a link
You could give us some ideas on van b and my own dungeon crawler
Cheers.

Android 2.3 , ZTE Skate , 480x800 , 800 mhz , Samsung Galaxy Y , 240x320 , 832 mhz , Sony ericson arc 480x854 , 1 ghz
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IBOL
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Posted: 17th Mar 2013 06:13 Edited at: 17th Mar 2013 06:39

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IBOL
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Posted: 17th Mar 2013 06:29 Edited at: 17th Mar 2013 06:53
OMG i spelled one word wrong out of 4.75MB!
Download The Finished Game Here!

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IBOL
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Posted: 26th Mar 2013 01:22
Well it's one week later and there were 154 successes this year!!!
154 new roguelike games produced in a 10-day period
Wow ... Reviews coming...

greenlig
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Posted: 30th Mar 2013 03:34
Congrats, IBOL. I'll download it when I get home! Post links to reviews here when you get them

Greenlig

ZacDuff.com

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