This year we had 249 entries, 133 of which ended up with a finished entry. The reviewing committee swiftly went through them with 308 assessments, evaluating 56 of these entries with a 2+ score. You can check the results here
Everybody get ready! Here are some links courtesy of Mr. Darren Grey
Avast, ye rogues!It is now days till the 11th Seven Day Roguelike Challenge, being held 7th to 11th March 2015. Here are some links to help you get prepped:
- Roguelike Radio episode on How to Make a 7DRL, and other 7DRL-related Roguelike Radio episodes
- Unity Pro 1 month trial for participants, and their new 2D roguelike tutorial
- libtcod, the dedicated roguelike library, and its excellent Python tutorial
- T-Engine, the lua-based roguelike game engine
- Reviews of the 2014 7DRLs
- 7DRL blog, where developers can share their struggles and successesWhen the challenge begins a registration page will be available at http://7drl.roguetemple.com/.
It took almost a year to tabulate and publish the results, but they are now available here.
Remember you can also check the detailed reviews at the International Roguelike Registration System, which will soon be activated for the 2015 challenge and evaluation.
May be we won’t take as much time this year :)
We are set for the eleventh annual 7DRL Challenge. GET READY!
The challenge will run March 7 to March 15, you are invited to take part and create a roguelike game in 7 days, starting from whatever you want but producing a new, complete, playable game at the end of the week!
The 7DRL challenge breathes new life every year into the roguelike development community, last year we had 248 challengers, don’t miss this opportunity!
In 2005, the roguelike community established a yearly event, the 7DRL Challenge, in which all the world is challenged to create a roguelike in a one-week span.
7DRL Challenges are NOT about being a fast coder, but rather proving you can release a finished, playable roguelike to the world. There is no winner of the challenge, but rather all those who finish are honoured for their work, the criterion is completeness.
You CAN use external libraries, game engines, pre-existing generic code/algorithms, pre-existing generic art, etc. You can even start your game from an existing game, if you are willing to turn it out into something unique, you must however say what resources were reused.
A little reminder for anyone interested who has forgotten / not noticed… Tomorrow is the beginning of the Procedural Generation Jam, and we’re running a 7DRL week in parallel.
Start making your game at any point on Saturday/Sunday and finish 168 hours later. If you’re not interested in making a whole game you can spend your week on a procedural tool or one procedural game element (a map generator or a sprite-modifier or a music engine, for instance).
The ProcJam is kicking off with a series of talks in London, including presentations from Darren Grey, Mark Johnson (Ultima Ratio Regum) and Tanya Short (Shattered Planet). They can be viewed by live stream for anyone that can’t make it in person.
Spellbind Studios has launched a crowdfunding campaign to develop a pretty good looking roguelike.
Fully intending to design a game that works seamlessly on both a touch screen and desktop, a hybrid turn based design was created to keep combat fast and visceral while eliminating frantic button mashing and awkward touch screen controls.
Check out their campaign!
It’s been ages since the Orange October Minigun 7DRL Challenge, back when the roguelike renaissance was just beginning. That challenge was joined by not many participants, however it was the inception of Kornel Kisielewicz’s Berserk!, was joined by DarkGod (of ToME fame) and had several interesting entries.
It’s about time we do another 7DRL Challenge before our main March event! But why play a battle alone, when we can join the war?
PROCJAM 2014 is happening next November 7, and I suggest we swarm over it like a band of rabid jackals.
There are two ways to enter:
- Make a game with procedural generation in it. Maybe a Twine adventure with randomised character personalities? Maybe an action-RPG where each player gets their own procedural theme tune? Maybe an old-fashioned world-generator for a strategy game? Create a game for #procjam using the optional theme (announced at the start of the jam) and include a procedural twist in there somewhere.
- Make a tool that generates stuff to help game developers. We already have amazing tools like sound effect generator SFXR, music generation like Abundant Music, or random sprite-grabbers like Spritely. What other tools could we make to help people generate cool things for the games they make? Maybe a corporation generator for cyberpunk cities? A tool for generating alien alphabet fonts? A library that automatically generates enemy ships for space shooters?
I thus challenge you all to create a roguelike in 7 days, just along with the PROCJAM’14! Let’s have a lot of fun! Usual 7DRL Challenge rules apply, so read them.
by Slash, priest of the Temple of the Roguelike
“What is a roguelike?” is a long standing question with no single answer; there are many perspectives you could apply to understand what “roguelike” refers to, starting from strictly historical ascendance, passing through aesthetics or even focusing on a single feature such as procedural content or permanent death.
For a long time, I have refrained from providing a single definition, and went instead for a way to evaluate the “roguelikeness” of a game. This I did to encourage experimentation outside the bounds of the classics, but the world has changed.
Over the years there has been a resurgence of the term “roguelike”, where it has been applied to games that differ so much from the originals that the term is losing its meaning every time. Having that in mind, I have decided to share my own interpretation of what I call a Classic Roguelike, with the sole intention of preserving the original nature and identity of the genre; this doesn’t mean roguetemple is only intended to cover the development of classic roguelikes; we are equally interested in games that utilize some of the mechanics from roguelikes and complement them with other genres.
The most important perspective for me when considering if a game is a roguelike are its game design features. Note however that my interpretation is not limited to the features of the original “Rogue”, nor am I listing all of its features to be required; this list is derived from my experience over the years on what makes a roguelike, i.e. which features from the good old roguelikes are critical to conserve the spirit of the genre.
So, for a game to be considered a Classic Roguelike by this interpretation, it should comply with ALL of the following features:
- Turn based: The player interacts in turns; for every turn the player gets to decide what action to take. After he decides the game simulates the turns for the rest of the entities in the game world and them prompts the player back for action. The player can pass its turn but it’s done manually as an explicit action.
- Grid based: (Which could be implied from being “Turn based”) There is an underlying orthogonal or hexagonal grid where the entities of the world are placed. Movement occurs from one cell to another close cell.
- Permanent Failure: Encouraging the player to take responsibility for the risks he takes. Games can be persisted to support interrupted play sessions but players cannot reload a game for the sake of experimenting or to “retry” a fight or seek a better outcome on a random event.
- Procedural environments: Most of the game world is generated by the game for every new gameplay session. This is meant to encourage replayability and complements permanent failure.
- Random conflict outcomes: The main conflict action between entities in the game (commonly, attacking an enemy or casting a spell) has a random outcome. For example, for most of times you can’t know for certain in advance how many hitpoints your attack will reduce from the enemy (Although the player has a reference range and variability that should allow him to make tactical choices).
- Inventory: There are items the player can pick up and use and inventory space is limited, the player should decide strategically what items are best to keep to survive and win the game.
- Single Character: The player is represented by a single character inside the game world.
Use this interpretation at your own risk. Some games could be considered roguelikes and don’t have all these features. You might also want to check other roguelike definitions attempts:
We are looking forward to review cool and promising roguelikes, please send us out information about your project, including a set of screenshots and if possible a gameplay video, so we can learn about it and write an article!
You can post your information at the Roguetemple spotlight thread on the forums.
Roguebase is a blog/news aggregator that has been running for quite a long time now; be sure to check it out! They recently added us and Slashland as news sources too. It’s currently aggregating 53 news sources and provides a feed of its own.