7DRL 2015, Day 5


Here’s day five’s build!

[Play Online]

Today didn’t go quite as well as the last few, but progress is being made! I made a start on the framing world around the levels – a lot of that was background structural work, so there’s not a lot of exciting new content to see today – but I can fill things out with real content tomorrow.

Nearly at the point where I’ll admit to myself that this will take longer than seven days to finish. Not there yet, though.


7DRL 2015, Day 4


Yesterday’s build was pretty rough. Today’s is much better!

[Play Online]

Today I mostly worked on enemies! Yesterday there was only one – today there’s seven! I also fixed a bunch of inventory bugs, and massively improved the level generator. It’s getting to the point where you can sorta play it!

It’s tempting to stick with enemy and item design for the next few days, since that’s most of what makes the game fun, but I think I wanna change direction a bit and work on making a larger world for the game. I see this as a bigger thing with a hub world, shops, and some overall missions… That’s a lot with just three days to go, but things are going pretty well so far, so…


7DRL 2015, Day 3


Yay, here’s a build!

[Play Online]

There’s a lot of work to do, obviously – there’s no real goal yet, there’s only one type of enemy, and sometimes it just randomly generates a doorless windowless room for you to reside in. But I feel like it’s going somewhere! Let me know what you think!

Tomorrow: Better enemies!


7DRL 2015, Day 2


This is going well! This whole zero polish ASCII graphics approach is refreshing – it’s really nice to be able to just have an idea for a thing to add and then, 10 minutes later, it’s in the game and I’m playing with it.

Alright, as promised: a brief overview of what this is: I’m really into roguelike design, but I’ve actually done very little of it. Figured it was time to change that.

One particular idea I’ve wanted to play with for a long time now is turn based stealth – it’s a thing that sounds really good in theory, but I’ve never really been able to get it to work in practice. So, this game is all about trying out stuff in that direction, and seeing what works.

Should have a playable build tomorrow, all going well!

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7DRL 2015, Day 1


Back from GDC! I’m so sleepy D:

So, I’m working on a new thing! I’ve kinda left it too late to do anything “official” for this year’s seven day roguelike (which, annoyingly, almost always clashes with GDC – or in this case, GDC jetlag), but I feel like making a roguelike, and I feel like spending about seven days doing it, so who cares about the jam deadline?

I don’t have a good track record for finishing roguelikes – I always get caught up on stupid unimportant details. This time, I’m trying a different approach – zero polish. I’m using ASCII, I’m doing a rough implementation of everything, and just trying to get as many ideas down as possible – if I discover anything fun, I’ll poke at it a bit further.

Will talk about the actual mechanics I’m trying tomorrow, once I’ve made a bit more progress. Don’t want any ideas to crystallise just yet.

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A game inspired by a trip to New York last year!

[Play Online (Flash)]

[Download for Windows] | [Download for OSX] | [Download for Linux]
[Source Code]

This took a lot longer than planned, and over the last couple of weeks I’ve had some extremely helpful feedback from lots of people. Special thanks especially to Holly Gramazio, Josh Hadley, Stephen Lavelle, and Sophie Sampson for feedback and chats, and Robert Yang, Andrew Yoder, Richard Perrin, Guilherme Töws, James Andrews, Farbs, Jonathan Whiting, Bennett Foddy, Bean, Bateleur, Jonathan Prior, ellaguro, and Harry Giles for playtesting and suggestions!


Coming soon


Yay, still working on this LED sign game. Probably about time I wrapped it up now. Next week!


Any day now


Still making progress on this! It’s a game inspired by New York LED food signs.

Coming some time next week, I think! But, er, don’t hold me to that.


Another new thing


Continuing this trend of blogging more this year, here’s what I’m up to this week! Or, at least a picture of me trying to figure out the best way for the mechanics to work. Here’s an actual picture from the game:

B84RJEqCEAAN2d7.png large

That’s more like it.

Started working on this on Sunday for Sophie Houlden’s MiniLD, and meant to finish it, like, two days ago – but that thing happened where I got really into the details of the game and wanted to do it properly.

Still hoping to get it finished pretty soon, though, end of the week at the latest. Probably! We’ll see! Agh, this is why I blog less these days.




Probably a good sign that I’m playing this as much as I’m working on it. 😀

It is taking longer than planned, though. Think I might take a day out to work on something else…


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