7 Day Roguelike / Procedural Death Jam
As the title states, from 8 March 2014 these 7 day jams (which cover the same time period) are taking place:
http://proceduraldeathjam.com/
http://www.roguebasin.com/index.php?title=7DRL | http://www.roguebasin.com/index.php?title=7DRL_Challenge_2014
http://proceduraldeathjam.com/
AndProcedural Death Jam is a 7-day game jam benefitting OpenGameArt’s recent Patreon campaign. The theme is "Procedural Death Labyrinth," a new way of describing games like FTL, Spelunky, Coin Crypt, The Binding of Isaac, etc, that’s less awkward than "Rogue-Like-LIKE" or "Rogue-LITE." You might have seen it trending on Steam Tags.
You can read more about the "PDL" moniker, learn about the rules, get answers to your questions, or submit your game!
The jam will start on March 8, 2014 at 00:00 Greenwich Mean Time, and run until March 15, 2014 at 23:59.
http://www.roguebasin.com/index.php?title=7DRL | http://www.roguebasin.com/index.php?title=7DRL_Challenge_2014
A Seven Day Roguelike is a roguelike created in seven days. This means the author stopped writing code one hundred and sixty eight hours after they started writing code.
Seven Day Roguelikes are, for roguelike authors, what 24 hour comics would be to comic authors. (cf. 24hourcomics.com)
They are also for roguelike authors what the National Novel Writing Month is for novel writers. (cf. nanowrimo.org)
Comments
@BlackShipsFilltheSky: It's a labyrinth if it's randomly generated. The random nodes in FTL? The random levels in RoR? Labyrinth is better than maze, and it's certainly a better descriptor for FTL than roguelikelikelikelike ;)
I agree that "roguelikelikelikelike" is a rubbish descriptor, but that doesn't mean that "Procedural Death Labyrinth" is a good descriptor.
What about a "YOLO"?
As in https://twitter.com/rocketcatgames/status/428692566490357760
Also, I thought RoR was random... They're not? (I've only watched Aeq play)
The levels in Risk of Rain are prebuilt... but there are two to three possible levels that it chooses from each time you progress (and I think there are a couple secret context based levels), and the powerups do change positions. But you essentially make no choices as to your progression through the levels (which is where the labyrinth analogy falls a bit flat) and the little exploration there is (for powerups) is framed as a risk-reward problem because you're always fighting the clock. The replayability primarily comes from the different power-ups you receive in each session and their synergies.
There is plenty of randomness/proceduralness in RoR though, but the structures of the levels are static and the levels that you play in are chosen for you. I think it's conceivable that a game could have even more static levels than RoR (like Dark-Souls on Hardcore Mode), or simply give the player few spacial constraints (like a roguelike version of Uplink), and still feel like a roguelikelikelikelike. "YOLO" would still be a fine descriptor.
Assuming that RoR doesn't fit a "PDL", then it might be a "PDP" a "Procedural Death Platformer"... I think this is kind of awkward, though useable. However I like the "Procedural Death X" naming convention less than I like the "YOLO X" alternative.
Though there is definitely appeal in procedurally generated labyrinths themselves. And "Procedural Death Labyrinth" does sound cool.
Personally I just want to stick to "roguelike" as an umbrella term with adjustments to that (note adding "like" or swapping with "lite" though). What the modifiers could be, I am not sure.
Roguelike Platformer.
Roguelike Simulator.
I don't know, I guess, whether I like any of the names or not.
Procedural levels and permadeath are just features like ranged combat or HP or flaming unicorns. Spelunky is just a platformer that happens to have these features. (the first ones, not the flaming unicorns) The original Rogue is an RPG dungeon-crawl that happens to have those features too.
So I guess by this same description, PDL falls short too.
Nethack is Roguelike. Dungeon Crawl is roguelike. But Spelunky is a platformer that has procedural levels and permadeath. Risk of Rain is an action platformer with permadeath. Don't Starve is a procedural top-down survival simulator with permadeath. None of those are roguelikes in my mind.
I vote we reclaim the common typo 'rougelike', and just make sure every death is communicated to the player with a red screen.
http://www.giantbomb.com/roguelike/3015-1065/
"Roguelike" has obviously come to be used very loosely, to the point that it often conveys little more than "This game has permadeath and each playthrough has different conditions".
I dunno, I'm fine with genres and collective names doing the thing that they're supposed to do: Help people communicate what a game is like to play to people who might also like that sort of thing. I don't like the idea that genres are this policed stratification of game concepts because I fail to see how that helps anyone.
If we end up with better games to play (and point me to a better game than Spelunky) because someone wanted to make a platformer that was also a roguelike in some fashion, then fucking awesome - keep doing that. If it helps me to say that a game that's heavily inspired by roguelike gameplay is a puzzle-roguelike, then why can't I do that? Even if the gameplay is different, that's kinda the point! If all gameplay was the same, then what the hell is the point of coming up with new games at all?
"Roguelike" as a term encapsulates how playing something like Rogue feels: Anxiety over death, not knowing what's going to happen next, wonder and triumph and skill and fucking gods and hilarity and hope and sudden but inevitable betrayal... "FPS" doesn't say shit about what a game feels like to play (unless you get motion sickness) and that makes us poorer as players.
What feelings would "Doomlike" encapsulate? I think we could make a pretty cool argument for "Doomlike" being different to "Unreallike". "Roguelike" is pretty much about arguing anyway because playing a roguelike is basically an argument with the game in the first place.
(Also, the arguments over the Berlin Interpretation are hilariopants)
EDIT:
Also, TIMlikes is great. I will from this day forward forever call Rube-Goldberg-Chain-Reaction-Domino-Delight-Simulators this.
Dark/Demon Souls are a lot less like roguelikes, but I'd say that (judging by the above explanation of roguelikes) it fits a roguelike better than Diablo.
Genrefying is nice when it works to convey an aesthetic, though so much stuff are beyond classification. Then they become the next descriptor, I guess :)
I've also always used Action RPG or ARPG as a label for the Diablo/Titan Quest/Torchlight sort of games. It's one of my favorite "genres" to play and dabble in.
Who is thinking about participating in the jams?
If I have a few hours I might rough something up, but I have a game project that I am sinking my available time into at the moment that I would rather work on. If I come up with something that could be fantastic for 7DRL I will probably make some free time to work on it, but as it stands my roguelike ideas are being sunk into my own game which will take a while to build up.
Let me know how your experimentation goes :)
Ill have to see how far I can push it with the time I'll have, but if i can find some way to host a server then I'd like to add multiplayer, that would make looking into an auction house for the cards similar to the one found in World of Warcraft pretty sweet. It would be awesome if I can achieve some kind of economy run by players :D
Most probably everything is going to turn out way too ambitious and I will end up not finishing it within the 7 day time frame :) like usual
I have an idea. Been toying with tetris....
So what is roguelike? Procedural generation, progression, permadeath? I wanna make a procedurally generated landscape that you get through with tetris skills. How? Clearing rows = progression, blocks and terrain = randomly generated... Hmmmmm...
7 days... Damn, dunno if I have time to do this...
Procedural generation of content is fascinating. It implies replay-ability, but it is pretty hard to get right - for me at least. Just want to design everything in Tiled and hit the launch button. Would be very interested to see what the local indie devs can come up with on this topic.
http://www.roguebasin.com/index.php?title=What_a_roguelike_is
Most people judge via the Berlin Interpretation: http://www.roguebasin.com/index.php?title=Berlin_Interpretation
Their major factors they consider for if something is a roguelike are: That being said, the grounds of these being in the name "roguelike" implying that the game is like the original Rogue.
http://webcache.googleusercontent.com/search?q=cache:_ldattIqAnkJ:www.vlambeer.com/2013/04/02/random-level-generation-in-wasteland-kings/+&cd=1&hl=en&ct=clnk&gl=za
Then there was the Spelunky level generation article:
http://indiestatik.com/2013/12/09/spelunkys-level-generator-works/
Both very good. Share more if you have :)
Another one I toyed with takes perlin noise and builds a map according to heights and layering different heights to place cities and dungeons. I have since given up on that as it is not ideal for implementation on anything you want to run on slower hardware reliably. The code for that I would be willing to share if I didnt lose the had drive with it on (I for some reason didnt back it up like I have with all my other code), the algo is simple:
- Start with a single layer, choose a "height" (you may need to normalise your perlin noise to have this work efectively), everything above that height become solid land, everything below that will be water. You can use the heightmap for the land to work out where peaks are and so on. Traditionaly though for this I find voronoi better than perlin.
- Each next layer will take every peak and every dip from perlin noise and use them as placements for towns or dungeons, you can use this layering to do multiple things.
And from reading /r/roguelikedev for ages, here are some of the things that are cool and interesting:
- http://www.reddit.com/r/roguelikedev/comments/1x2ujp/procedural_dungeon_generation_explained_now_on/
- http://www.evilscience.co.uk/?p=553
- http://www.evilscience.co.uk/?p=53
- http://www.evilscience.co.uk/?p=225
- In fact a lot of evilscience stuff: http://www.evilscience.co.uk/?cat=5
- http://gamedevelopment.tutsplus.com/tutorials/how-to-make-your-first-roguelike--gamedev-13677
I have other links and resources somewhere. Will post back here when I remember where.
Still lots to do but I hope by the end of the jam to at least have the win/lose conditions, melee combat and potions.