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Since: Mar 28, 2006 Posts: 99
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(Msg. 16) Posted: Thu Jan 24, 2008 10:05 am
Post subject: Re: Seven Day Roguelike 2008: Call For Dates [Login to view extended thread Info.] Archived from groups: rec>games>roguelike>development (more info?)
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On Wed, 23 Jan 2008 07:03:24 -0800, Jeff Lait wrote:
> It is now time for the fourth annual Seven Day Roguelilke Challenge!
>
<Snip>
> Now, we must choose a week.
>
<SNIP>
> Thus, the available weeks are:
>
> 1) February 23rd to March 2nd
> 2) March 1st to March 9th
> 3) March 8th to March 16th
>
Either 2 or 3 (preferably 3) - 1 will be filled with my trying to finish
my album for the FAWM!
Lochok >> Stay informed about: Seven Day Roguelike 2008: Call For Dates |
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Since: Jan 24, 2008 Posts: 1
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(Msg. 17) Posted: Thu Jan 24, 2008 4:02 pm
Post subject: Re: Seven Day Roguelike 2008: Call For Dates [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Nov 19, 2007 Posts: 111
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(Msg. 18) Posted: Thu Jan 24, 2008 5:11 pm
Post subject: Re: Seven Day Roguelike 2008: Call For Dates [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 24, 7:02 pm, sameli....RemoveThis@gmail.com wrote:
> > >Thus, the available weeks are:
>
> > > >1) February 23rd to March 2nd
> > >2) March 1st to March 9th
> > >3) March 8th to March 16th
>
> If it's ok to post Nintendo DS RogueLike
> i vote for #2 but also #3 is good enought
> if it's no ok ... i'll do it the right way
There are no hardware restrictions. You can write your roguelike in
any language and for any platform. I believe we had a C64 basic
roguelike last year!
--
Jeff Lait
(POWDER: http://www.zincland.com/powder) >> Stay informed about: Seven Day Roguelike 2008: Call For Dates |
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Since: Dec 03, 2007 Posts: 41
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(Msg. 19) Posted: Thu Jan 24, 2008 6:28 pm
Post subject: Re: Seven Day Roguelike 2008: Call For Dates [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 24, 8:11 pm, Jeff Lait <torespondisfut... RemoveThis @hotmail.com> wrote:
> On Jan 24, 7:02 pm, sameli... RemoveThis @gmail.com wrote:
>
> > > >Thus, the available weeks are:
>
> > > > >1) February 23rd to March 2nd
> > > >2) March 1st to March 9th
> > > >3) March 8th to March 16th
>
> > If it's ok to post Nintendo DS RogueLike
> > i vote for #2 but also #3 is good enought
> > if it's no ok ... i'll do it the right way
>
> There are no hardware restrictions. You can write your roguelike in
> any language and for any platform. I believe we had a C64 basic
> roguelike last year!
yeah, sadly I couldnt get it to run
> --
> Jeff Lait
> (POWDER:http://www.zincland.com/powder)
--
Slash >> Stay informed about: Seven Day Roguelike 2008: Call For Dates |
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Since: Nov 22, 2004 Posts: 250
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(Msg. 20) Posted: Thu Jan 24, 2008 10:23 pm
Post subject: Re: Seven Day Roguelike 2008: Call For Dates [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Wed, 23 Jan 2008 09:00:08 -0800 (PST), "uschkinredsunshine@gmx.de"
<uschkinredsunshine.DeleteThis@gmx.de> tried to confuse everyone with this message:
>I haven't write everything from scratch, do i?
Try it, it's fun. My first 7drl was entirely from scratch and it was quite
rewarding, considering it was my first roguelike, I had no code, no design
ideas, and programmed it in a language which was considered totally unsuitable
for roguelikes. And now I can brag about it on the newsgroup!
--
|Don't believe this - you're not worthless ,gr---------.ru
|It's us against millions and we can't take them all... | ue il |
|But we can take them on! | @ma |
| (A Wilhelm Scream - The Rip) |______________| >> Stay informed about: Seven Day Roguelike 2008: Call For Dates |
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Since: Nov 22, 2004 Posts: 250
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(Msg. 21) Posted: Thu Jan 24, 2008 10:24 pm
Post subject: Re: Seven Day Roguelike 2008: Call For Dates [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Wed, 23 Jan 2008 07:03:24 -0800 (PST), Jeff Lait
<torespondisfutile.DeleteThis@hotmail.com> tried to confuse everyone with this message:
>Thus, the available weeks are:
>
>1) February 23rd to March 2nd
>2) March 1st to March 9th
>3) March 8th to March 16th
1, although I'm likely to skip this one due to laziness.
--
|Don't believe this - you're not worthless ,gr---------.ru
|It's us against millions and we can't take them all... | ue il |
|But we can take them on! | @ma |
| (A Wilhelm Scream - The Rip) |______________| >> Stay informed about: Seven Day Roguelike 2008: Call For Dates |
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Since: Jan 22, 2008 Posts: 5
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(Msg. 22) Posted: Sat Jan 26, 2008 1:06 pm
Post subject: Re: Seven Day Roguelike 2008: Call For Dates [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Nov 23, 2007 Posts: 39
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(Msg. 23) Posted: Sun Jan 27, 2008 2:49 pm
Post subject: Re: Seven Day Roguelike 2008: Call For Dates [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Since: Nov 20, 2007 Posts: 15
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(Msg. 24) Posted: Mon Jan 28, 2008 1:16 am
Post subject: One hundred hours roguelike 2009 ? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Too bad for me, I would have really liked to try it this year, but
there is no way for me to have a full week dedicated to development.
Any way, good luck for all of you !
Actually, maybe I'm not the only one in such a situation; has it been
discussed already about doing a 100 hours roguelike, instead of 7
consecutive days ? This way, developers would count each time they
work on their roguelike, and after 100 hours of development, they
release their project. What do you think ? >> Stay informed about: Seven Day Roguelike 2008: Call For Dates |
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Since: Nov 29, 2007 Posts: 75
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(Msg. 25) Posted: Mon Jan 28, 2008 1:55 am
Post subject: Re: Seven Day Roguelike 2008: Call For Dates (was: One hundred hours [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 28, 10:16 am, Altefcat <edemp....DeleteThis@gmail.com> wrote:
> has it been
> discussed already about doing a 100 hours roguelike, instead of 7
> consecutive days ? This way, developers would count each time they
> work on their roguelike, and after 100 hours of development, they
> release their project. What do you think ?
If that what it takes to make it work for you, go for it!
I'm sure we can find a jpeg of a medal to send you if you produce a
working game after 100 hours
Good luck,
Ido. >> Stay informed about: Seven Day Roguelike 2008: Call For Dates |
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Since: Nov 19, 2007 Posts: 111
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(Msg. 26) Posted: Mon Jan 28, 2008 10:38 am
Post subject: Re: One hundred hours roguelike 2009 ? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 28, 4:16 am, Altefcat <edemp....DeleteThis@gmail.com> wrote:
> Too bad for me, I would have really liked to try it this year, but
> there is no way for me to have a full week dedicated to development.
> Any way, good luck for all of you !
I hope you don't think all the participants have a week devoted to
development! I certainly have nothing close to 100 hours available to
me! If I'm lucky, I'll scrape together maybe 30-40 hours of
development time over the week.
> Actually, maybe I'm not the only one in such a situation; has it been
> discussed already about doing a 100 hours roguelike, instead of 7
> consecutive days ? This way, developers would count each time they
> work on their roguelike, and after 100 hours of development, they
> release their project. What do you think ?
I've seen people try that with 24-hour comic contests and similar. I
think it misses the point of time-constrained creativity. It turns
what should be a fun race to the finish into a time-punching ritual.
If you want to write a roguelike over a year timespan, I don't see why
adding a 100 hour limit would at all help. Why not just write a
roguelike over the same timespan without punching a clock? Schedule 2
hours a week of coding and you'll hit 100 hours pretty closely with no
need to fill out timesheets.
The advantage of a 7drl over just writing a roguelike is that the time
limit forces you to *finish* something. A 100 hours over a year is as
a nebulous time limit as "a year" - procrastination and feature bloat
will creep in and you'll never finish. (Not that there is anything
wrong with not finishing - almost all great roguelikes are unfinished)
Like the NaNoWriMo, the goal isn't to create *great* roguelikes. It
is just to create roguelikes. I encourage you to participate even if
you can't have a cleared schedule. Just make something smaller (and
possibly more fun!) with the time you do have.
--
Jeff Lait
(POWDER: http://www.zincland.com/powder) >> Stay informed about: Seven Day Roguelike 2008: Call For Dates |
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Since: Dec 17, 2007 Posts: 37
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(Msg. 27) Posted: Tue Jan 29, 2008 3:26 pm
Post subject: Re: Seven Day Roguelike 2008: Call For Dates [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On 26 Jan, 21:06, Robson <iceyi....RemoveThis@gmail.com> wrote:
> On Jan 24, 4:50 pm, jota....RemoveThis@hotmail.com wrote:
>
> > On 24 Jan, 14:13, Robson <iceyi....RemoveThis@gmail.com> wrote:
>
> > > Ditto!
>
> > > I might makehttp://www.squidi.net/three/entry.php?id=63witha load
> > > of changes to make it more roguelike.
>
> > Bastard!
>
> > (I mean that in a good way!)
>
> I'm not sure I follow... were you going to make that or something?
No, it was just to say it was a good idea to adapt to RL (I think...).
But even if it wasn't, ya know, you got dibs
Jotaf >> Stay informed about: Seven Day Roguelike 2008: Call For Dates |
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Since: Dec 03, 2007 Posts: 41
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(Msg. 28) Posted: Tue Jan 29, 2008 8:15 pm
Post subject: Re: One hundred hours roguelike 2009 ? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Jan 28, 1:38 pm, Jeff Lait <torespondisfut... RemoveThis @hotmail.com> wrote:
> On Jan 28, 4:16 am, Altefcat <edemp... RemoveThis @gmail.com> wrote:
>
> > Too bad for me, I would have really liked to try it this year, but
> > there is no way for me to have a full week dedicated to development.
> > Any way, good luck for all of you !
>
> I hope you don't think all the participants have a week devoted to
> development! I certainly have nothing close to 100 hours available to
> me! If I'm lucky, I'll scrape together maybe 30-40 hours of
> development time over the week.
30-40 is a whole lot... If I am lucky I will be able to gather 20
hours in my week
So, this is not an excuse for not getting in! ;D
SNIP
> --
> Jeff Lait
> (POWDER:http://www.zincland.com/powder)
--
Slash
http://slashie.net
http://www.roguetemple.com >> Stay informed about: Seven Day Roguelike 2008: Call For Dates |
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