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Ludum Dare 29 — April 25th-28th Weekend [9 PM EST] — Theme: ??? (Theme Voting!)
  • Ludum Dare 29 Compo (48 Hour+Solo+Scratch+Src) Begins: in 1 day, 13 hours, 16 minutes, 37 seconds
  • Ludum Dare 29 Jam (72 Hour+Teams OK+Relaxed) Begins: in 1 day, 13 hours, 16 minutes, 38 seconds
  • [ MiniLD 50 | Warmup Weekend | Real World Gatherings | Ludum Deals | Wallpaper ]


    Posts Tagged ‘roguelike’

    Dankest Dungeon – a Gameboy Roguelike Demake

    Posted by (twitter: @Dahold)
    Thursday, March 27th, 2014 4:17 pm

    Greetings from the Victory Garden team. For our Mini LD 50 submission, we demade Red Hook Game’s upcoming squad management roguelike Darkest Dungeon, in the style of a Gameboy classic! The game’s not been released yet, so we had to take liberties here and there, but we did our best to stay true to the spirit of the game. Feel free to share your feedback and High Scores over on the project page!

    There are a lot more features we wanted to get to, including more monsters, Camp and passive Party Leader skills, a surface and dungeon shops, and a classic Text String save feature. If people like this well enough, we’ll put together a Post-Compo Version with these features and more. But after a few day’s rest… it’s been intense!

    ...or the stone tile floor, as the case may be.

    …or the stone tile floor, as the case may be.

     

    All assets, design, and the game engine itself were produced for the Mini LD 50 Jam. Other than a pre-existing Java code base, and a handful of graphical assets, all content and features were created within 72 hours (with a small break taken between sessions, because it was a practice run). The game was coded using LWJGL, and managed via Trello. Audio was produced using BFXR, Reaper, and featured the Elder Thing VST plugin. Story stylistic development was inspired by Jean-Paul Sartre’s Huis Clos and Joseph Conrad’s Heart of Darkness. Character names came from Behind The Name.com, and additional names and literary references run the gamut from European and Greek Mythology, classic Combat RPGs, and H.P. Lovecraft, to works of gothic literature

    If you like our stuff, feel free to check out our new devblog, Victory Garden Games, where we’ll be talking about LD plans, as well as some of our upcoming projects! Thanks a ton, and I hope you have a great time playing our game.

    Credits and High Scores:

    VGG Fireh9lly

    Fireh9lly

    Music and Audio Effects

     High Score: Infinity + 1

    VGG Magma Small

    Magma McFry

    Programming Forever

     High Score: 5,759

    VGG Soli Small

    Solifuge

    Director, Graphics, and Game Design

     High Score: 4,867

    VGG Vector Small

    Vector

    Writing and Entity Data Scripting

     High Score: 2,923

    Rogue Rush is out, beware !

    Posted by
    Monday, December 16th, 2013 6:28 am

    Published !!!!

    So now, let’s go to bed…

    http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=31786

    screen2

     

    Rogue Rush Progress

    Posted by
    Sunday, December 15th, 2013 4:20 pm

    Somehow progressing !

    Rogue Rush

    Rogue Rush to the final crush !

    Posted by
    Sunday, December 15th, 2013 12:09 pm

    Our Main Menu

    Rogue Rush Main Menu

    Rogue Rush Main Menu

    Slow progress and having a bad flu :(

    Posted by (twitter: @gsarwohadi)
    Sunday, December 15th, 2013 3:13 am

    Struggling to get dungeone finished in time while having a terrible flu is just terrible. I’m beginning to doubt I’ll be able to finish the game, unless some serious feature cutting. Anyway, just got the pathfinding and FOV done:

    dungeone-path-and-fov

    Making an attempt to be in.

    Posted by
    Saturday, December 14th, 2013 10:23 am

    Coming out of a really rough work week, I managed to sleep for about ten hours and I still feel horrid… but I’m gonna try to create something this weekend!  Still just starting out with the idea phase, but I’ll probably work on a rogue-like using Python/Pygame.  Great success for all!

    For those who love kittens…

    Posted by
    Saturday, August 25th, 2012 5:33 am

    It’s the current state of my game .

    It generate a dungeon, then put blues kittens in it (and the player).

    What this has to do with evolution, you might say ? Well, It generate exactly 133 blues kittens …

    Muniverse (microverse)

    Posted by (twitter: @louroboros)
    Monday, April 23rd, 2012 11:01 am

    Do you like space?

    Because I decided to work on what I’m calling a space-roguelike. The easiest way to describe it is Star Control 2′s real-time combat/flight meets Desktop Dungeons’s simplicity/brevity.

    Here are some early/non-final progress shots from recently to give you an idea:

    Here are some older screenshots.

    Well. I knew this was too ambitious for the 48 Hour compo, so I’m hoping to have something playable for the Jam. Wish me luck (I haven’t slept much the last few days…)!

    Shaping up very well!

    Posted by (twitter: @feyleafgames)
    Sunday, April 22nd, 2012 11:59 am
    Screenshot 3

    Those pink circles look mighty hungry!

     

     

     

     

     

     

     

     

     

     

     

    Okay, the game is really close to finished. I still have a couple sound effects to make and finish the in-game README reader. I never made a title screen, so there’s that too.

    I love this game! I’m so busy playing through the levels, enjoying the randomness.

    The point is, it’s almost done. I decided to name the game ‘Everlasting,’ because tiny worlds are so tiny, they could never fill the universe. Also, because the game doesn’t have an end event, it just cycles for as long as you feel like playing. The little guy you control is just reborn over and over in different places. Hmm, that’s an interesting concept really…

    To everybody finished already, congratulations! This is going to be one of the most memorable Ludum Dares in history.

    It may be possible

    Posted by (twitter: @Marantyr)
    Saturday, April 21st, 2012 11:31 pm

    Well the single player portion is going quite well,

    When items are in, you will be able to use them to effect other player’s worlds. This might be something like: summoning a buffed enemy, siphoning their life, instantly spawning a few enemies, increasing their world level, etc.

    This all depends on if I can get the network online before the deadline, I guess I won’t be sleeping tonight!

    Try the early build here: http://dl.dropbox.com/u/13605298/index.html

     

    Okay, Biomes!

    Posted by (twitter: @feyleafgames)
    Saturday, April 21st, 2012 4:54 pm
    Screenshot 2

    Biome Testing. The left is volcanic, the right is an island.

    A couple hours later, and some palette testing, and I have created my 8 biomes. For debugging purposes, they are selectable using the arrow keys (I test everything constantly when developing!)

    Here’s a link to the current build, because I am hungry for feedback: http://feyleaf.com/downloads/ld23-test3.zip

    First Screenshot

    Posted by (twitter: @feyleafgames)
    Saturday, April 21st, 2012 2:36 pm
    First Screenshot

    There's a pink thing chasing my blue thing!

    So, I woke up about 10 hours ago, and have gotten to work most of the day on the random map generator in my game.

    Boy was that a struggle! It’s something I have never coded before, but have wanted to try out. Honestly, the Ludum Dare is good for taking those kinds of leaps, but it’s unforgiving if I spend too much time learning something new and testing, testing, testing.

    Anyway, I don’t think I have lost too much by doing random maps. It will add the depth I want to this tiny world concept.

    Just added a simple monster chase AI, of course he’ll be running into walls a lot in the game, but that’s okay.

     

    Current task list before the night is over:

    • Map themes, there will be 8 “biomes” on this little planet.
    • Textual help and fanfare. As it stands, there are no words in the game yet.
    • Main Menu and game states.

    If anyone would like to leave comments about the current testing demo, you can download it here: http://feyleaf.com/downloads/ld23-test2.zip.

    Points For Life

    Posted by
    Friday, May 27th, 2011 1:40 pm

    This is my first Ludum Dare, so I’m keeping the design relatively unambitious, in the vain hope I might be able to finish it to an acceptable standard.

    Description:
    Real-time, rogue-like, top-down shooter. The player will move around procedurally generated levels, trying to find ‘artefacts’, killing enemies and – ultimately – descending to the next level. All to earn a hi-score.

    Along the way, there *may* be some ‘elite loot’, different weapons and/or terrain deformation (grid based, I’m afraid) via dynamite or drills. Depending on how productive I am.

    To consider it finished, it should have:

    1. Player can shoot enemies
    2. Vaguely intelligent AI
    3. Procedurally generated levels
    4. Multiple levels
    5. Pick-ups and Hi-score

     
    Mock-up

    I’ll be using Python and Pygame.

    7 day roguelike challenge

    Posted by (twitter: @McFunkypants)
    Monday, March 7th, 2011 1:18 pm

    Hey Game Jammers, for those of you who love to JAM, here is a new one that is extremely cool and is going on all this week.  It is called the 7 day roguelike challenge and is a great game jam held once a year.  Roguelikes are the very pinnacle of gameplay vs. graphics, and have a lot of soul.  If you’ve ever heard of nethack, moria, angband, dwarf fortress and the like, then you know what a roguelike is.  If not, be sure to drop by the following pages and learn about one of the coolest game genres around.  Enjoy!  http://7drl.org/ http://roguebasin.roguelikedevelopment.org http://roguebasin.roguelikedevelopment.org/index.php?title=7DRL http://twitter.com/#!/search/%237DRL Good luck.

     


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