Hour 1


Officially starting my 7DRL 2021 Challenge at 13:00 GMT (Saturday).

I've absolutely no idea how this will work out. It's my first Jam with a (personal) goal of delivering a game, and will be only the third game I've released. And, honestly, I don't know much about roguelikes. I'm just here for the procedural level generation. (And possibly the permadeath.) What I do know comes from enthusiastic friends who are so old-school that they argue about whether or not having graphics disqualifies DCSS from being called a roguelike. So I do have a fairly purist mindset.

When trying to think of what sort of game I want to write, I look at the 8-bit days of my childhood. One of my favourites was Quazatron, and since picking up game dev as a hobby a couple of years ago, creating something like that but with procedurally generated levels to further encourage replayability has been a target. When 7DRL promoted itself on the ProcJam Discord, it struck me that a lot of Quazatron/Paradroid game play could be done as a roguelike. The characteristic grappling mini-game won't get in, as I'm not sure how well it will work in a roguelike, and perhaps more importantly I doubt I'll have time in the 168 allotted hours, and it's not going to be a complete clone, but it should definitely be recognisable.

I'm coming into this with a rough plan, some skeleton code for combat, and a couple of prepared sprites. And a maybe 50% chance of success.

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