7DRL Day 7: Content, content, content

When I started with the 7DRL game design challenge, I’d set a timeline. I would need to get all the game mechanics done by last Sunday, so I could focus on adding content to the game, doing balancing, playtesting the game, polishing it to a fine sheen, until today it would burst on the scene … Read more

7DRL: World of Roguecraft, Day 5

Monday evening, I understood what my game wanted to be about. Tuesday, I realized that the game was horribly, horribly flawed. Coming in, all I really knew I wanted to do was the graph paper-like room generation, and I hoped the rest of the game would occur to me as I was doing that. And … Read more

7DRL Day 3: Inventory, Messages, Improved Targeting

For those people who don’t care about the 7DRL game design challenge, don’t worry — things will be back to normal this weekend. I’ve just finished day 3 of the seven days, and I’ve almost finished the basic mechanics. Today I added the inventory system and integrated it into the targeting window. You can only … Read more

7DRL Day 2: Monsters, Targets, Items

My 7DRL entry is moving along, but it’s not moving quickly. I’d said even before I started this that, given a full time job, how the game was at the end of Sunday — today — is how it would have to be. I ALMOST got inventory in today; it is partially in, but I … Read more

7DRL: Milestone #1

I started working on my entry to the annual 7DRL (7 Day Rogue-like) game design challenge today. I’ve been working on algorithms for the game for the past week; today I took the algorithms for map generation and room connectivity and put them into real code. It turned out pretty much exactly as I imagined … Read more