http://roguebasin.com/api.php?action=feedcontributions&user=Graspee&feedformat=atomRogueBasin - User contributions [en]2024-03-28T23:07:24ZUser contributionsMediaWiki 1.36.0http://roguebasin.com/index.php?title=Talk:IRDC_2016-usa&diff=42474Talk:IRDC 2016-usa2016-04-24T19:11:45Z<p>Graspee: Created page with ""Harassment includes: offensive verbal comments related to ... technology choices..." So if someone says they use Windows 10 and someone says "Windows 10 sucks!" does this co..."</p>
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<div>"Harassment includes:<br />
offensive verbal comments related to ... technology choices..."<br />
<br />
So if someone says they use Windows 10 and someone says "Windows 10 sucks!" does this count as harassment?</div>Graspeehttp://roguebasin.com/index.php?title=Synthesizer&diff=40440Synthesizer2015-06-03T11:42:08Z<p>Graspee: Changed my mind about deleting myself from roguebasin. Sorry. -graspee.</p>
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<div>{{game-7drl| name = Synthesizer<br />
|developer = [[graspee]]<br />
|theme = Audio Synthesis<br />
|influences = Real life synthesizers, Michael Brough games<br />
|released = 2015<br />
|updated = 2015 (7drl)<br />
|language = [[C#]]<br />
|platforms = Unity 5: win, lin, smackos and web released.<br />
|genre = none/unique<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, redefinable in unity launcher<br />
|length = infinite, highest level reached is measure of success<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/d4JnDrM.png<br />
<br />
== About ==<br />
<br />
Synthesizer is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2015 event.<br />
<br />
== Inspiration and aims ==<br />
<br />
Having recently been drawn into the world of audio synthesis and fancying myself as a bit of a top music producer kind of pangolin and encouraged by my fictional friend: broom, I decided to make a roguelike that incorporated a lot of ideas and themes from the world of audio synthesis. I realized from the start that the problem with this would be that fans of audio synthesis might be critical of the way I had applied the ideas of synthesis to the game, and liberties I had taken in doing so, while people who knew nothing about audio synthesis might be confused and turned off by the ideas in the game. Nevertheless I had to try.<br />
<br />
Another influence was games by Michael Brough. I was amazed at how games like 868 hack had non-deterministic damage and tiny, non-scrolling maps and yet managed to present the player with a deep and complex playing experience with tactical possibilites. I decided on an 8x8 playfield, actually bigger than 868 Hack's 6x6, but matching the size of the Novation Launchpad and similar MIDI controllers.<br />
<br />
== Unique/rare features ==<br />
<br />
The game is designed to look like a synthesizer and the game's features all revolve around that conceit. Sometimes that is contrived and I'm not happy with it, for example the player's hp being called "master volume". It just doesn't fit in well. Where the features do work in my opinion are the time system, which is a grid of "micro turns" or beats which considers all events happening in the same beat as occurring simultaneously, and the deterministic way damage is determined for you and the enemies, which is via waveform style graphs that undulate up and down meaning you have to time your attacks on the beats to avoid doing damage to yourself.<br />
<br />
Another unusual feature is "effects". These are coloured squares on the floor which have various effects depending on their colour, for example double damage, or convert damage to healing. If you or a mob attacks when standing on an effect they get the benefit of that effect. This was inspired by various virtual instruments (VSTs) that use balls bouncing round a grid in order to make procedural music. Nova3 is a good example of one. The effects move at different speeds and bounce off walls, playfield edge and other effects.<br />
<br />
All the sound effects in the game except one are generated by usfxr. The aim was to have the player's and the mobs' basic attacks sounding like the waveform they are using. This has been implemented but isn't that successful.<br />
<br />
== Normal features ==<br />
<br />
* The levels are 8x8 and don't scroll. They are inspired by real world devices like the Novation Launchpad.<br />
* The graphics in the playfield are 16x16 sprites with no animation. Sprites both larger and smaller are used to draw the interface to resemble a real world synth.<br />
* The text in the game is by a font by me, graspee. It's called "Wednesday" and was designed one time we were having work done on the house and the internet went down for a week.<br />
* There are six different type of mob in the game, called glitches. Four of them have unique behaviour while the other two are the traditional "fast but weak" type and "strong but slow" type.<br />
* There is always on a level: an exit, a random number of patches (basically upgrades both you and mobs can use), random number of walls, random number of effects (see special features).<br />
* The player transitions to a new level on going through the exit.<br />
* There is no [[FOV]]. Walls simply block movement.<br />
<br />
== Assessment ==<br />
<br />
* I got nearly everything I wanted to do finished except for resolution options and music for the title screen.<br />
* Overall I'm extremely happy with the game I created and I'm really proud of it. In 2013 I was entering 7DRL for the first time and my game, despite having a gimmick I still think is good, lacked a lot of features; in 2014 I again was pleased with the gimmick but I didn't get everything fleshed out and finished off the way I wanted; this year I finally managed to do everything on my list that mattered, although I was worn out with the mental effort at the end of the week and I estimate I had put in about 100 hours.<br />
* My procedural audio system didn't work as well as I thought it would. It needs work to generate better noises for attacks. Some reviewers didn't even realize it was there. Other people commented that the sound effects for things like game start and game over were too loud.<br />
* The game did turn out to be as complex as I thought it would be, and it did put some people off, but others liked the game for it, so I'm happy overall. I feel the instructional video and web page cover how to play the game well and anyone who puts the time in can learn how to play the game.<br />
* I think the tactical gameplay worked out well and fairly balanced although the type of mobs you get and their placement at the start is random and can really help or hinder the player.<br />
* I think having a set number of levels and a score might have worked better than the infinite levels- "how far can you get" mechanic, which always seems a little lazy.<br />
* There was a danger that the player could get a really good waveform for their attack and/or force the mobs to get a zero damage waveform, which unbalances the game. Because of this I made the waveforms reset every few levels, which I think worked well to eliminate this source of unbalance.<br />
* There's an exploit though where you can boost your hp up to massively high numbers if you can be bothered to repeat the same actions over and over. This is something which would be looked at if I developed the game further.<br />
* Also the jelly type mob which has a certain chance to "split" suffers from the problem that the more times it splits and so the more of it there are on the level, the greater the chance a jelly will split, so the number of jellies can spiral out of control a lot faster than I would like and create a situation the player just can't escape from because jellies are "born" as fast as they can be killed.<br />
<br />
== Fun Facts ==<br />
<br />
The feature where the glitechs (mobs) can overwrite the level exit, forcing you to kill all the mobs to respawn an exit came about through a combination of a bug and testing. I was testing how fast the player could keep diving into the exit, worried that the player would never enter combat and just rush for the exit each turn, since the measure of success is level reached. A bug caused the mobs to overwrite the exit if they moved on top of it and I realized it wasn't that easy to just dive, dive, dive when they could do this so I left the behaviour in and added a new exit spawn on killing all the mobs.<br />
<br />
Broom is mentioned numerous times in promotional material for the game but unlike [[Sucker]] he does not appear in the game.<br />
<br />
Moop ("moop is bear") was originally a daily silhouette on twitter. This is a daily sprite drawing exercise on twitter where you are given a silhouette and have to draw pixels inside that outline to create the drawing it suggests to you. It's part pixelart practice and part Rorshach test.<br />
<br />
== Versions and platforms ==<br />
<br />
Synthesizer is written in [[C#]] using [[Unity]] 5. A binary is provided for Windows, Linux, MACOS and there is an online version. Source code is not yet publically available.<br />
<br />
== Game related links ==<br />
<br />
* Full instructions on the web: https://pangoempire.wordpress.com/2015/03/15/synthesizer-full-instructions-wip/<br />
* Instructional video:https://youtu.be/yy37WbU62qw<br />
* Author's Let's Play video: https://youtu.be/OD9maSTu86Q<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7DRL-by-graspee-7DRL-deadline-build.rar Game binary download]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7drl-deadline-build-linux.zip linux - untested]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer.2015-7DRL-deadline-build-MACOS-X86.zip smackos - untested]<br />
* [http://thebroominstitute.itch.io/synthesizer-7drl-2015 play online]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7DRL-web-player-deadline-build.zip web version as a download]</div>Graspeehttp://roguebasin.com/index.php?title=Synthesizer&diff=40439Synthesizer2015-06-03T11:41:31Z<p>Graspee: Undo revision 40365 by Hari Seldon (talk)</p>
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<div></div>Graspeehttp://roguebasin.com/index.php?title=Sucker&diff=40438Sucker2015-06-03T11:41:10Z<p>Graspee: Changed my mind about deleting myself from roguebasin. Sorry. -graspee.</p>
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<div>{{game-7drl| name = Sucker<br />
|developer = [[graspee]]<br />
|theme = Sucking and spitting<br />
|influences = Kirby series, Spelunky<br />
|released = 2014<br />
|updated = 2014 (7drl)<br />
|language = [[Cpp|C++]]<br />
|platforms = SDL so lots but only Win built<br />
|genre = SF&F<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, most keys redefinable in menu<br />
|length = 1 hour for win<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/OCkVGCc.png<br />
<br />
== About ==<br />
<br />
Sucker is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2014 event.<br />
<br />
== Instructions copied from in-game screen ==<br />
<br />
You are Pango Pango, an employee of the Happillama Realtech corporation. Your job is to investigate<br />
seemingly-abandoned space vessels and bring back valuable treasure. In order to do your job you have<br />
been given a state-of-the-art vacuum device which sucks up and shrinks down matter, living or dead.<br />
<br />
The device normally keeps items in stasis to prevent them going off, exploding or fighting each other<br />
but your device has always been less than 100% functional and so will only achieve stasis if you use<br />
a stasis device you may find on your travels.<br />
<br />
The device has two modes: suck and blow. The device consumes steam to operate. The steam will build up<br />
over time, one unit at a time, to a maximum of 5 units. Normal sucking or blowing uses one unit of<br />
steam, but you can also use super mode which is more powerful but needs and consumes all 5 units of steam.<br />
<br />
A normal suck will suck in a monster or item on one of the 8 squares around you. If there's more than one<br />
target then a selector will show you which are valid directions and you can press a direction to confirm.<br />
In super mode, sucking will be able to suck an item or monster right across the room and into your weapon.<br />
Some things are too big to fit in the chamber of your vacuum, but you can still suck them towards you.<br />
<br />
Blowing will blow the topmost item out of your vacuum. In normal mode this will deposit the item onto one<br />
of the 8 squares around you. In super mode the item will shoot out across the room and can even damage<br />
mobs that are in the way. Do note though, that you can't fire an item at a mob that is right next to you<br />
as there would be no room.<br />
<br />
Sucking, blowing and changing the toggle switch from suck to blow or vice versa all use up one turn.<br />
To pick up an item just bump into it. If you are already carrying an item it will be swapped.<br />
Some things you will find are locked, e.g. the exit or the broom cupboard (Please rescue broom!)<br />
To unlock something, simply be carrying a key and bump into it, then bump into it again to open it or<br />
leave in the case of the exit. You can't drop the item you're carrying, only swap it with another.<br />
<br />
== Unique/rare features ==<br />
<br />
The gimmick in this game is the vacuum weapon. Basically a 10 object stack. As mentioned above, you have suck mode and blow mode, and in either mode you can either do a normal operation, or a super operation. Normal operations are limited to one square radius around the character, whereas super operations have a maximum possible range of 10 squares.<br />
<br />
Combat in the game is not traditional. Although you can pick up a sword sometimes (it's one of the items in a pool of six from which 3 items are generated each level), the basic ways of dealing with mobs are to either suck them into the vacuum, blow another item from the vacuum to kill them like a ranged attack or lure them into lava.<br />
<br />
On each level there is a locked broom cupboard containing Independent Entity Princess Spacealina Broom who needs to be rescued. You can only rescue<br />
Broom by sucking him (sic) into the vacuum before you leave the level. On the last level there is additionally a Golden Tziken to rescue. This kind of rescuing idea is taken from Spelunky.<br />
<br />
Unlocking the exit on level 10 and stepping through is a "normal win". Doing that plus rescuing the Golden Tziken is considered a "tziken win", "tziken takeaway" or "tziken carryout" (depending on the common phrase in user's country).<br />
<br />
== Normal features ==<br />
<br />
* There are ten "dungeon" levels 80x50, each one representing a space ship you enter to salvage things. The map generation is handled by making a series of small "patches", each of which is made by drawing rectangles and circles overlapping each other and then sometimes randomly 1 or 2-way mirroring the result. These patches are then placed in the centre of the map and pushed out radially. When a patch doesn't overlap anything else it is "stamped down". This results in levels that are guaranteed to be navigable, although sometimes a diagonal move is required.<br />
* The graphics are a set of 40 16x16 sprites. There's no animation. <br />
* The text in the game is the same font used in The Hobbit for the ZX Spectrum by Melbourne House. It is slightly unusual in being 8 pixels tall by 6 wide. It was made to fit more text onto the screen on small resolution screens.<br />
* There are 20 mobs per level of random types from (skeleton, kobby bomber, cake golem, gelatinous cube, imp and bat).<br />
* There is always on a level: locked exit, locked broom cupboard, rabbit gate, 2 keys, 5 gems, 10 gold bars and 3 "special" items, such as sword, medpack, shield etc.<br />
* On level 10 there is a locked chest containing the Golden Tziken.<br />
* Some mobs can transform under some circumstances<br />
* After 100 turns extra space rabbits start to randomly gate in one at a time from the rabbit gate. (2% chance per turn).<br />
* [[FOV]] is c++ code for [[recursive shadowcasting]] taken from this site<br />
* There is fairly simple coloured lighting, both a circular torch the player starts with and can turn on and off and randomly-placed lights round the walls that emit a broadly semi-circular light.<br />
* A primitive stealth mechanic results from use of these lights: if the player is in total darkness he will not be noticed by mobs, although once they have seen him they will be able to find him for ever.<br />
* There are a small number of items with specific uses, e.g. a sword you can kill mobs with by bumping into them when carrying it (limited to five uses to stop it being overpowered) and batteries which give you 5 steam instantly (basically full "mana" to enable almost back to back super vacuum use (using the battery itself takes one turn)).<br />
* The combat is pretty simple. The player can deal with mobs by sucking them into the vacuum, ranged attacking them by spitting a vacuum-held object at them, luring them into lava or killing them with the sword. Mobs all have 1 hit point while the player has 10.<br />
<br />
== Unimplemented Features ==<br />
<br />
A number of planned features were unable to be written in time for the 7DRL challenge, these include:<br />
<br />
* Mobs and items in the vacuum chamber were planned to interact with each other: mobs would fight, use items and so on. Without this feature the stopwatch ("stasis device") is useless.<br />
<br />
* Kobby bombers were supposed to throw their bombs about; they would count down from 5 to 1 then explode. It was going to be both an additional hazard for the player and another way of killing mobs especially since bombs could be sucked up in the vacuum and fired out like RPGs.<br />
<br />
* Mobs were supposed to interact with items on the main map too: rabbits would pick up batteries and become shielded, visually changing and unable to be damaged by firing objects at them. This is similar to the mechanic that did get implemented: skeletons being transformed by lava into fire skeletons that look different and deal double damage.<br />
<br />
== Versions and platforms ==<br />
<br />
Sucker is written in [[C++]] with the [[SDL]] library (2.0.1). A binary is provided for Windows only. Source code is available on github at [https://github.com/graspee/SDL-sprite-based-roguelike/tree/Sucker]<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2014/03/sucker-7drl-version.zip Game binary download]<br />
You need to have installed the Microsoft Visual Studio 2013 redistributable. (x86 version I assume but try 64 bit if it doesn't work still). Most modern game players have this installed anyway as most steam games install it.</div>Graspeehttp://roguebasin.com/index.php?title=Sucker&diff=40437Sucker2015-06-03T11:40:43Z<p>Graspee: Undo revision 40364 by Hari Seldon (talk)</p>
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<div></div>Graspeehttp://roguebasin.com/index.php?title=Splitter&diff=40436Splitter2015-06-03T11:40:14Z<p>Graspee: Changed my mind about deleting myself from roguebasin. Sorry. -graspee.</p>
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<div>{{game-7drl| name = Splitter<br />
|developer = [[graspee]]<br />
|theme = fight & descend<br />
|influences = final fantasy playthrough (see main text)<br />
|released = 2013<br />
|updated = 2013 (7drl)<br />
|language = [[Cpp|C++]]<br />
|platforms = Windows<br />
|genre = <br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = ASCII flavour tiles, Keyboard, Mouse<br />
|length = mere minutes unless you are lucky<br />
}}<br />
<br />
== About ==<br />
<br />
Splitter is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2013 event.<br />
<br />
During a fight with an evil lich you had a spell cast on you that split your body into two. Confusingly you became one mind in control of two bodies. The lich cackled (they do that a lot) and teleported each of your bodies to a separate location. You explore these two locations simultaneously and swear to revenge yourself upon the evil lich.<br />
<br />
== Unique/rare features ==<br />
<br />
* The gimmick in this game is that it presents you with two roguelike games, one on either side of the screen. The controls are linked so when you go up, down, left or right, both characters attempt to do this; When you try to pick something up, both characters try to at the same time.<br />
<br />
* This feature was inspired by a certain youtube playthrough of Final Fantasy V and VI in which the player linked their controls so one joypad controlled both virtual SNES systems at the same time. The video can be seen here: [[http://www.youtube.com/watch?feature=player_embedded&v=iEn0yjEKnWA]]<br />
== Normal features ==<br />
<br />
* The graphics are provided by a custom 256-character font I call Amstrad437. It is basically the old Amstrad CPC font with the foreign characters taken out and then characters moved into places they appear in codepage 437 instead of where Amstrad put them. The extra characters available because of the deletion of the foreign, accented characters are filled with the most graphically interesting CP437 characters that were not already in the Amstrad font.<br />
* 11 dungeon levels, 90x90, [[BSP]]-generated with my own algorithm.<br />
* There are 50 items and 50 monsters per level<br />
* When you have killed 40 monsters you will have enough xp to level up and can choose to make two increases to your stats.<br />
* [[FOV]] is taken from the [[libtcod]] library (circular [[raycasting]]).<br />
* There is pretend torchlight, implemented by taking distance from player and fading the colour of the tiles towards black as distance increases.<br />
* 3 different monsters on the first two levels, then 3 new monsters for levels 3-11. Monsters scale to dungeon level and have the same stats as the player. Monsters are generated by randomly putting points into stats, then at the end putting the highest score in the monsters "favourite" stat, and the second largest in his "second favourite". E.g. an Orc's favourite stat is strength, followed by constitution.<br />
* Procedurally-generated loot with differing names in different qualities, scaled to depth it is found on. Equipment is auto-equipped when picked up and cannot be un-equipped or dropped. There is no check to see if an equipment slot is filled, so the player can wear 14 pairs of gloves.<br />
* For combat players and monsters use the same stats and the same algorithms. E.g. having a certain number of str points above the average for the level gives a damage bonus, whether you are a player or a monster.<br />
<br />
== Versions and platforms ==<br />
<br />
Splitter is written in [[C++]] with the [[SDL]] library (1.2). A binary is provided for Windows only. Source code is not available at this time.<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2013/03/Splitter-bugfix2-7DRL2013-by-graspee.rar Game binary download]</div>Graspeehttp://roguebasin.com/index.php?title=Splitter&diff=40435Splitter2015-06-03T11:39:22Z<p>Graspee: Undo revision 40363 by Hari Seldon (talk)</p>
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<div></div>Graspeehttp://roguebasin.com/index.php?title=Graspee&diff=40434Graspee2015-06-03T11:39:01Z<p>Graspee: Changed my mind about deleting myself from roguebasin. Sorry. -graspee.</p>
<hr />
<div>{{developerinfo|name = graspee leemoor<br />
|alias = none<br />
|nationality = British<br />
|projects = none<br />
|games = [[splitter]] [[sucker]] [[synthesizer]]<br />
|languages = [[C++]] [[c#]]<br />
|site = http://pangoempire.wordpress.com<br />
}}<br />
<br />
<br />
Graspee Leemoor is a fictional pangolin. He holds and sometimes fondles degrees in Psychology, Classics and Computer Science. Graspee has been writing games since 1983, most of them rubbish. He started in BASIC on the ZX Spectrum, then Amstrad CPC, then game-creating tools like STOS and GFA Basic on the Atari ST, AMOS on the Amiga then finally onto decent languages such as C, C++ and x86 assembler on the PC in 1992 after graduating the 2nd time.<br />
<br />
In modern times, graspee would like you to think he spends hours in powerful solitude, stroking his beard and writing astounding and amazing code in Haskell, Prolog and Scheme, but the truth is that he's normally to be found bashing out c++ because the parts of his brain he could have used to learn about other languages have been used to store important secret data about pangolins, Dr. Who and the Hermetic Order of the Golden Dawn.<br />
<br />
First becoming aware of roguelikes via either alien contact or nethack on the Atari ST depending on who you believe, graspee has continued to be fascinated by their coarse quantization of time and space. Various diabolical and short-lived experiments aside, graspee has produced three games:<br />
<br />
*[[splitter]] 7DRL 2013. The gimmick is that you play a man split into two, so you are playing two roguelike games at the same time, side by side but with a single set of controls. You press left, both @ attempt to go left. This was written in c++ with SDL 1.2 and an 8x8 partially self-made font.<br />
<br />
*[[sucker]] 7DRL 2014. The gimmick this time is a vacuum device you can use to suck up or spit out mobs and items. Eschewing the traditional rpg stats and attrition-based combat of his last 7DRL, in this game all mobs have 1 hp and the player has 10. This time it was made in c++ with SDL 2.0.1 with 16x16 sprites.<br />
<br />
*[[synthesizer]] 7DRL 2015. The gimmick is that the game appears to be a synthesizer (musical instrument). The gameplay works in gimmicky ways from the tacky "player's hp is called 'main volume'!" to the 'actually this is quite cool and I might use it again' of deterministic damage of mobs and player shown as audio style graphs, and the time system resembling a step sequencer. Unity 5 and C# used this time, but still with 2d sprites that are mostly 16x16.<br />
<br />
== Medals ==<br />
http://www.roguetemple.com/medals/Medal_7DRL_2013_s.png<br />
http://www.roguetemple.com/medals/Medal_7DRL_2014_s.png<br />
http://www.roguetemple.com/medals/Medal_7DRL_2015_s.png<br />
[[Category:Developers]]</div>Graspeehttp://roguebasin.com/index.php?title=Graspee&diff=40433Graspee2015-06-03T11:37:50Z<p>Graspee: Undo revision 40361 by Hari Seldon (talk)</p>
<hr />
<div></div>Graspeehttp://roguebasin.com/index.php?title=Graspee&diff=40327Graspee2015-04-30T15:32:01Z<p>Graspee: Blanked the page</p>
<hr />
<div></div>Graspeehttp://roguebasin.com/index.php?title=Splitter&diff=40326Splitter2015-04-30T15:30:53Z<p>Graspee: Blanked the page</p>
<hr />
<div></div>Graspeehttp://roguebasin.com/index.php?title=Synthesizer&diff=40325Synthesizer2015-04-30T15:30:38Z<p>Graspee: Blanked the page</p>
<hr />
<div></div>Graspeehttp://roguebasin.com/index.php?title=Sucker&diff=40324Sucker2015-04-30T15:29:43Z<p>Graspee: Blanked the page</p>
<hr />
<div></div>Graspeehttp://roguebasin.com/index.php?title=Synthesizer&diff=40308Synthesizer2015-04-26T23:26:36Z<p>Graspee: /* Assessment */</p>
<hr />
<div>{{game-7drl| name = Synthesizer<br />
|developer = [[graspee]]<br />
|theme = Audio Synthesis<br />
|influences = Real life synthesizers, Michael Brough games<br />
|released = 2015<br />
|updated = 2015 (7drl)<br />
|language = [[C#]]<br />
|platforms = Unity 5: win, lin, smackos and web released.<br />
|genre = none/unique<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, redefinable in unity launcher<br />
|length = infinite, highest level reached is measure of success<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/d4JnDrM.png<br />
<br />
== About ==<br />
<br />
Synthesizer is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2015 event.<br />
<br />
== Inspiration and aims ==<br />
<br />
Having recently been drawn into the world of audio synthesis and fancying myself as a bit of a top music producer kind of pangolin and encouraged by my fictional friend: broom, I decided to make a roguelike that incorporated a lot of ideas and themes from the world of audio synthesis. I realized from the start that the problem with this would be that fans of audio synthesis might be critical of the way I had applied the ideas of synthesis to the game, and liberties I had taken in doing so, while people who knew nothing about audio synthesis might be confused and turned off by the ideas in the game. Nevertheless I had to try.<br />
<br />
Another influence was games by Michael Brough. I was amazed at how games like 868 hack had non-deterministic damage and tiny, non-scrolling maps and yet managed to present the player with a deep and complex playing experience with tactical possibilites. I decided on an 8x8 playfield, actually bigger than 868 Hack's 6x6, but matching the size of the Novation Launchpad and similar MIDI controllers.<br />
<br />
== Unique/rare features ==<br />
<br />
The game is designed to look like a synthesizer and the game's features all revolve around that conceit. Sometimes that is contrived and I'm not happy with it, for example the player's hp being called "master volume". It just doesn't fit in well. Where the features do work in my opinion are the time system, which is a grid of "micro turns" or beats which considers all events happening in the same beat as occurring simultaneously, and the deterministic way damage is determined for you and the enemies, which is via waveform style graphs that undulate up and down meaning you have to time your attacks on the beats to avoid doing damage to yourself.<br />
<br />
Another unusual feature is "effects". These are coloured squares on the floor which have various effects depending on their colour, for example double damage, or convert damage to healing. If you or a mob attacks when standing on an effect they get the benefit of that effect. This was inspired by various virtual instruments (VSTs) that use balls bouncing round a grid in order to make procedural music. Nova3 is a good example of one. The effects move at different speeds and bounce off walls, playfield edge and other effects.<br />
<br />
All the sound effects in the game except one are generated by usfxr. The aim was to have the player's and the mobs' basic attacks sounding like the waveform they are using. This has been implemented but isn't that successful.<br />
<br />
== Normal features ==<br />
<br />
* The levels are 8x8 and don't scroll. They are inspired by real world devices like the Novation Launchpad.<br />
* The graphics in the playfield are 16x16 sprites with no animation. Sprites both larger and smaller are used to draw the interface to resemble a real world synth.<br />
* The text in the game is by a font by me, graspee. It's called "Wednesday" and was designed one time we were having work done on the house and the internet went down for a week.<br />
* There are six different type of mob in the game, called glitches. Four of them have unique behaviour while the other two are the traditional "fast but weak" type and "strong but slow" type.<br />
* There is always on a level: an exit, a random number of patches (basically upgrades both you and mobs can use), random number of walls, random number of effects (see special features).<br />
* The player transitions to a new level on going through the exit.<br />
* There is no [[FOV]]. Walls simply block movement.<br />
<br />
== Assessment ==<br />
<br />
* I got nearly everything I wanted to do finished except for resolution options and music for the title screen.<br />
* Overall I'm extremely happy with the game I created and I'm really proud of it. In 2013 I was entering 7DRL for the first time and my game, despite having a gimmick I still think is good, lacked a lot of features; in 2014 I again was pleased with the gimmick but I didn't get everything fleshed out and finished off the way I wanted; this year I finally managed to do everything on my list that mattered, although I was worn out with the mental effort at the end of the week and I estimate I had put in about 100 hours.<br />
* My procedural audio system didn't work as well as I thought it would. It needs work to generate better noises for attacks. Some reviewers didn't even realize it was there. Other people commented that the sound effects for things like game start and game over were too loud.<br />
* The game did turn out to be as complex as I thought it would be, and it did put some people off, but others liked the game for it, so I'm happy overall. I feel the instructional video and web page cover how to play the game well and anyone who puts the time in can learn how to play the game.<br />
* I think the tactical gameplay worked out well and fairly balanced although the type of mobs you get and their placement at the start is random and can really help or hinder the player.<br />
* I think having a set number of levels and a score might have worked better than the infinite levels- "how far can you get" mechanic, which always seems a little lazy.<br />
* There was a danger that the player could get a really good waveform for their attack and/or force the mobs to get a zero damage waveform, which unbalances the game. Because of this I made the waveforms reset every few levels, which I think worked well to eliminate this source of unbalance.<br />
* There's an exploit though where you can boost your hp up to massively high numbers if you can be bothered to repeat the same actions over and over. This is something which would be looked at if I developed the game further.<br />
* Also the jelly type mob which has a certain chance to "split" suffers from the problem that the more times it splits and so the more of it there are on the level, the greater the chance a jelly will split, so the number of jellies can spiral out of control a lot faster than I would like and create a situation the player just can't escape from because jellies are "born" as fast as they can be killed.<br />
<br />
== Fun Facts ==<br />
<br />
The feature where the glitechs (mobs) can overwrite the level exit, forcing you to kill all the mobs to respawn an exit came about through a combination of a bug and testing. I was testing how fast the player could keep diving into the exit, worried that the player would never enter combat and just rush for the exit each turn, since the measure of success is level reached. A bug caused the mobs to overwrite the exit if they moved on top of it and I realized it wasn't that easy to just dive, dive, dive when they could do this so I left the behaviour in and added a new exit spawn on killing all the mobs.<br />
<br />
Broom is mentioned numerous times in promotional material for the game but unlike [[Sucker]] he does not appear in the game.<br />
<br />
Moop ("moop is bear") was originally a daily silhouette on twitter. This is a daily sprite drawing exercise on twitter where you are given a silhouette and have to draw pixels inside that outline to create the drawing it suggests to you. It's part pixelart practice and part Rorshach test.<br />
<br />
== Versions and platforms ==<br />
<br />
Synthesizer is written in [[C#]] using [[Unity]] 5. A binary is provided for Windows, Linux, MACOS and there is an online version. Source code is not yet publically available.<br />
<br />
== Game related links ==<br />
<br />
* Full instructions on the web: https://pangoempire.wordpress.com/2015/03/15/synthesizer-full-instructions-wip/<br />
* Instructional video:https://youtu.be/yy37WbU62qw<br />
* Author's Let's Play video: https://youtu.be/OD9maSTu86Q<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7DRL-by-graspee-7DRL-deadline-build.rar Game binary download]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7drl-deadline-build-linux.zip linux - untested]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer.2015-7DRL-deadline-build-MACOS-X86.zip smackos - untested]<br />
* [http://thebroominstitute.itch.io/synthesizer-7drl-2015 play online]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7DRL-web-player-deadline-build.zip web version as a download]</div>Graspeehttp://roguebasin.com/index.php?title=Synthesizer&diff=40307Synthesizer2015-04-26T23:24:04Z<p>Graspee: </p>
<hr />
<div>{{game-7drl| name = Synthesizer<br />
|developer = [[graspee]]<br />
|theme = Audio Synthesis<br />
|influences = Real life synthesizers, Michael Brough games<br />
|released = 2015<br />
|updated = 2015 (7drl)<br />
|language = [[C#]]<br />
|platforms = Unity 5: win, lin, smackos and web released.<br />
|genre = none/unique<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, redefinable in unity launcher<br />
|length = infinite, highest level reached is measure of success<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/d4JnDrM.png<br />
<br />
== About ==<br />
<br />
Synthesizer is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2015 event.<br />
<br />
== Inspiration and aims ==<br />
<br />
Having recently been drawn into the world of audio synthesis and fancying myself as a bit of a top music producer kind of pangolin and encouraged by my fictional friend: broom, I decided to make a roguelike that incorporated a lot of ideas and themes from the world of audio synthesis. I realized from the start that the problem with this would be that fans of audio synthesis might be critical of the way I had applied the ideas of synthesis to the game, and liberties I had taken in doing so, while people who knew nothing about audio synthesis might be confused and turned off by the ideas in the game. Nevertheless I had to try.<br />
<br />
Another influence was games by Michael Brough. I was amazed at how games like 868 hack had non-deterministic damage and tiny, non-scrolling maps and yet managed to present the player with a deep and complex playing experience with tactical possibilites. I decided on an 8x8 playfield, actually bigger than 868 Hack's 6x6, but matching the size of the Novation Launchpad and similar MIDI controllers.<br />
<br />
== Unique/rare features ==<br />
<br />
The game is designed to look like a synthesizer and the game's features all revolve around that conceit. Sometimes that is contrived and I'm not happy with it, for example the player's hp being called "master volume". It just doesn't fit in well. Where the features do work in my opinion are the time system, which is a grid of "micro turns" or beats which considers all events happening in the same beat as occurring simultaneously, and the deterministic way damage is determined for you and the enemies, which is via waveform style graphs that undulate up and down meaning you have to time your attacks on the beats to avoid doing damage to yourself.<br />
<br />
Another unusual feature is "effects". These are coloured squares on the floor which have various effects depending on their colour, for example double damage, or convert damage to healing. If you or a mob attacks when standing on an effect they get the benefit of that effect. This was inspired by various virtual instruments (VSTs) that use balls bouncing round a grid in order to make procedural music. Nova3 is a good example of one. The effects move at different speeds and bounce off walls, playfield edge and other effects.<br />
<br />
All the sound effects in the game except one are generated by usfxr. The aim was to have the player's and the mobs' basic attacks sounding like the waveform they are using. This has been implemented but isn't that successful.<br />
<br />
== Normal features ==<br />
<br />
* The levels are 8x8 and don't scroll. They are inspired by real world devices like the Novation Launchpad.<br />
* The graphics in the playfield are 16x16 sprites with no animation. Sprites both larger and smaller are used to draw the interface to resemble a real world synth.<br />
* The text in the game is by a font by me, graspee. It's called "Wednesday" and was designed one time we were having work done on the house and the internet went down for a week.<br />
* There are six different type of mob in the game, called glitches. Four of them have unique behaviour while the other two are the traditional "fast but weak" type and "strong but slow" type.<br />
* There is always on a level: an exit, a random number of patches (basically upgrades both you and mobs can use), random number of walls, random number of effects (see special features).<br />
* The player transitions to a new level on going through the exit.<br />
* There is no [[FOV]]. Walls simply block movement.<br />
<br />
== Assessment ==<br />
<br />
I got nearly everything I wanted to do finished except for resolution options and music for the title screen.<br />
Overall I'm extremely happy with the game I created and I'm really proud of it. In 2013 I was entering 7DRL for the first time and my game, despite having a gimmick I still think is good, lacked a lot of features; in 2014 I again was pleased with the gimmick but I didn't get everything fleshed out and finished off the way I wanted; this year I finally managed to do everything on my list that mattered, although I was worn out with the mental effort at the end of the week and I estimate I had put in about 100 hours.<br />
My procedural audio system didn't work as well as I thought it would. It needs work to generate better noises for attacks. Some reviewers didn't even realize it was there. Other people commented that the sound effects for things like game start and game over were too loud.<br />
The game did turn out to be as complex as I thought it would be, and it did put some people off, but others liked the game for it, so I'm happy overall. I feel the instructional video and web page cover how to play the game well and anyone who puts the time in can learn how to play the game.<br />
I think the tactical gameplay worked out well and fairly balanced although the type of mobs you get and their placement at the start is random and can really help or hinder the player.<br />
I think having a set number of levels and a score might have worked better than the infinite levels- "how far can you get" mechanic, which always seems a little lazy.<br />
There was a danger that the player could get a really good waveform for their attack and/or force the mobs to get a zero damage waveform, which unbalances the game. Because of this I made the waveforms reset every few levels, which I think worked well to eliminate this source of unbalance.<br />
There's an exploit though where you can boost your hp up to massively high numbers if you can be bothered to repeat the same actions over and over. This is something which would be looked at if I developed the game further.<br />
Also the jelly type mob which has a certain chance to "split" suffers from the problem that the more times it splits and so the more of it there are on the level, the greater the chance a jelly will split, so the number of jellies can spiral out of control a lot faster than I would like and create a situation the player just can't escape from because jellies are "born" as fast as they can be killed.<br />
<br />
== Fun Facts ==<br />
<br />
The feature where the glitechs (mobs) can overwrite the level exit, forcing you to kill all the mobs to respawn an exit came about through a combination of a bug and testing. I was testing how fast the player could keep diving into the exit, worried that the player would never enter combat and just rush for the exit each turn, since the measure of success is level reached. A bug caused the mobs to overwrite the exit if they moved on top of it and I realized it wasn't that easy to just dive, dive, dive when they could do this so I left the behaviour in and added a new exit spawn on killing all the mobs.<br />
<br />
Broom is mentioned numerous times in promotional material for the game but unlike [[Sucker]] he does not appear in the game.<br />
<br />
Moop ("moop is bear") was originally a daily silhouette on twitter. This is a daily sprite drawing exercise on twitter where you are given a silhouette and have to draw pixels inside that outline to create the drawing it suggests to you. It's part pixelart practice and part Rorshach test.<br />
<br />
== Versions and platforms ==<br />
<br />
Synthesizer is written in [[C#]] using [[Unity]] 5. A binary is provided for Windows, Linux, MACOS and there is an online version. Source code is not yet publically available.<br />
<br />
== Game related links ==<br />
<br />
* Full instructions on the web: https://pangoempire.wordpress.com/2015/03/15/synthesizer-full-instructions-wip/<br />
* Instructional video:https://youtu.be/yy37WbU62qw<br />
* Author's Let's Play video: https://youtu.be/OD9maSTu86Q<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7DRL-by-graspee-7DRL-deadline-build.rar Game binary download]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7drl-deadline-build-linux.zip linux - untested]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer.2015-7DRL-deadline-build-MACOS-X86.zip smackos - untested]<br />
* [http://thebroominstitute.itch.io/synthesizer-7drl-2015 play online]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7DRL-web-player-deadline-build.zip web version as a download]</div>Graspeehttp://roguebasin.com/index.php?title=Synthesizer&diff=40306Synthesizer2015-04-26T22:55:42Z<p>Graspee: </p>
<hr />
<div>{{game-7drl| name = Synthesizer<br />
|developer = [[graspee]]<br />
|theme = Audio Synthesis<br />
|influences = Real life synthesizers, Michael Brough games<br />
|released = 2015<br />
|updated = 2015 (7drl)<br />
|language = [[C#]]<br />
|platforms = Unity 5: win, lin, smackos and web released.<br />
|genre = none/unique<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, redefinable in unity launcher<br />
|length = infinite, highest level reached is measure of success<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/d4JnDrM.png<br />
<br />
== About ==<br />
<br />
Synthesizer is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2015 event.<br />
<br />
== Inspiration and aims ==<br />
<br />
Having recently been drawn into the world of audio synthesis and fancying myself as a bit of a top music producer kind of pangolin and encouraged by my fictional friend: broom, I decided to make a roguelike that incorporated a lot of ideas and themes from the world of audio synthesis. I realized from the start that the problem with this would be that fans of audio synthesis might be critical of the way I had applied the ideas of synthesis to the game, and liberties I had taken in doing so, while people who knew nothing about audio synthesis might be confused and turned off by the ideas in the game. Nevertheless I had to try.<br />
<br />
Another influence was games by Michael Brough. I was amazed at how games like 868 hack had non-deterministic damage and tiny, non-scrolling maps and yet managed to present the player with a deep and complex playing experience with tactical possibilites. I decided on an 8x8 playfield, actually bigger than 868 Hack's 6x6, but matching the size of the Novation Launchpad and similar MIDI controllers.<br />
<br />
== Unique/rare features ==<br />
<br />
The game is designed to look like a synthesizer and the game's features all revolve around that conceit. Sometimes that is contrived and I'm not happy with it, for example the player's hp being called "master volume". It just doesn't fit in well. Where the features do work in my opinion are the time system, which is a grid of "micro turns" or beats which considers all events happening in the same beat as occurring simultaneously, and the deterministic way damage is determined for you and the enemies, which is via waveform style graphs that undulate up and down meaning you have to time your attacks on the beats to avoid doing damage to yourself.<br />
<br />
Another unusual feature is "effects". These are coloured squares on the floor which have various effects depending on their colour, for example double damage, or convert damage to healing. If you or a mob attacks when standing on an effect they get the benefit of that effect. This was inspired by various virtual instruments (VSTs) that use balls bouncing round a grid in order to make procedural music. Nova3 is a good example of one. The effects move at different speeds and bounce off walls, playfield edge and other effects.<br />
<br />
== Normal features ==<br />
<br />
* The levels are 8x8 and don't scroll. They are inspired by real world devices like the Novation Launchpad.<br />
* The graphics in the playfield are 16x16 sprites with no animation. Sprites both larger and smaller are used to draw the interface to resemble a real world synth.<br />
* The text in the game is by a font by me, graspee. It's called "Wednesday" and was designed one time we were having work done on the house and the internet went down for a week.<br />
* There are six different type of mob in the game, called glitches. Four of them have unique behaviour while the other two are the traditional "fast but weak" type and "strong but slow" type.<br />
* There is always on a level: an exit, a random number of patches (basically upgrades both you and mobs can use), random number of walls, random number of effects (see special features).<br />
* The player transitions to a new level on going through the exit.<br />
* There is no [[FOV]]. Walls simply block movement.<br />
<br />
== Versions and platforms ==<br />
<br />
Synthesizer is written in [[C#]] using [[Unity]] 5. A binary is provided for Windows and there is an online version. Source code is not yet publically available.<br />
<br />
== Game related links ==<br />
<br />
* Full instructions on the web: https://pangoempire.wordpress.com/2015/03/15/synthesizer-full-instructions-wip/<br />
* Instructional video:https://youtu.be/yy37WbU62qw<br />
* Author's Let's Play video: https://youtu.be/OD9maSTu86Q<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7DRL-by-graspee-7DRL-deadline-build.rar Game binary download]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7drl-deadline-build-linux.zip linux - untested]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer.2015-7DRL-deadline-build-MACOS-X86.zip smackos - untested]<br />
* [http://thebroominstitute.itch.io/synthesizer-7drl-2015 play online]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7DRL-web-player-deadline-build.zip web version as a download]</div>Graspeehttp://roguebasin.com/index.php?title=Synthesizer&diff=40305Synthesizer2015-04-26T22:54:29Z<p>Graspee: /* Game related links */</p>
<hr />
<div>{{game-7drl| name = Synthesizer<br />
|developer = [[graspee]]<br />
|theme = Audio Synthesis<br />
|influences = Real life synthesizers, Michael Brough games<br />
|released = 2015<br />
|updated = 2015 (7drl)<br />
|language = [[C#]]<br />
|platforms = Unity 5, so lots but only Win and web released<br />
|genre = none/unique<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, redefinable in unity launcher<br />
|length = infinite, highest level reached is measure of success<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/d4JnDrM.png<br />
<br />
== About ==<br />
<br />
Synthesizer is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2015 event.<br />
<br />
== Inspiration and aims ==<br />
<br />
Having recently been drawn into the world of audio synthesis and fancying myself as a bit of a top music producer kind of pangolin and encouraged by my fictional friend: broom, I decided to make a roguelike that incorporated a lot of ideas and themes from the world of audio synthesis. I realized from the start that the problem with this would be that fans of audio synthesis might be critical of the way I had applied the ideas of synthesis to the game, and liberties I had taken in doing so, while people who knew nothing about audio synthesis might be confused and turned off by the ideas in the game. Nevertheless I had to try.<br />
<br />
Another influence was games by Michael Brough. I was amazed at how games like 868 hack had non-deterministic damage and tiny, non-scrolling maps and yet managed to present the player with a deep and complex playing experience with tactical possibilites. I decided on an 8x8 playfield, actually bigger than 868 Hack's 6x6, but matching the size of the Novation Launchpad and similar MIDI controllers.<br />
<br />
== Unique/rare features ==<br />
<br />
The game is designed to look like a synthesizer and the game's features all revolve around that conceit. Sometimes that is contrived and I'm not happy with it, for example the player's hp being called "master volume". It just doesn't fit in well. Where the features do work in my opinion are the time system, which is a grid of "micro turns" or beats which considers all events happening in the same beat as occurring simultaneously, and the deterministic way damage is determined for you and the enemies, which is via waveform style graphs that undulate up and down meaning you have to time your attacks on the beats to avoid doing damage to yourself.<br />
<br />
Another unusual feature is "effects". These are coloured squares on the floor which have various effects depending on their colour, for example double damage, or convert damage to healing. If you or a mob attacks when standing on an effect they get the benefit of that effect. This was inspired by various virtual instruments (VSTs) that use balls bouncing round a grid in order to make procedural music. Nova3 is a good example of one. The effects move at different speeds and bounce off walls, playfield edge and other effects.<br />
<br />
== Normal features ==<br />
<br />
* The levels are 8x8 and don't scroll. They are inspired by real world devices like the Novation Launchpad.<br />
* The graphics in the playfield are 16x16 sprites with no animation. Sprites both larger and smaller are used to draw the interface to resemble a real world synth.<br />
* The text in the game is by a font by me, graspee. It's called "Wednesday" and was designed one time we were having work done on the house and the internet went down for a week.<br />
* There are six different type of mob in the game, called glitches. Four of them have unique behaviour while the other two are the traditional "fast but weak" type and "strong but slow" type.<br />
* There is always on a level: an exit, a random number of patches (basically upgrades both you and mobs can use), random number of walls, random number of effects (see special features).<br />
* The player transitions to a new level on going through the exit.<br />
* There is no [[FOV]]. Walls simply block movement.<br />
<br />
== Versions and platforms ==<br />
<br />
Synthesizer is written in [[C#]] using [[Unity]] 5. A binary is provided for Windows and there is an online version. Source code is not yet publically available.<br />
<br />
== Game related links ==<br />
<br />
* Full instructions on the web: https://pangoempire.wordpress.com/2015/03/15/synthesizer-full-instructions-wip/<br />
* Instructional video:https://youtu.be/yy37WbU62qw<br />
* Author's Let's Play video: https://youtu.be/OD9maSTu86Q<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7DRL-by-graspee-7DRL-deadline-build.rar Game binary download]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7drl-deadline-build-linux.zip linux - untested]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer.2015-7DRL-deadline-build-MACOS-X86.zip smackos - untested]<br />
* [http://thebroominstitute.itch.io/synthesizer-7drl-2015 play online]<br />
* [http://7drl.org/wp-content/uploads/2015/03/synthesizer-2015-7DRL-web-player-deadline-build.zip web version as a download]</div>Graspeehttp://roguebasin.com/index.php?title=Synthesizer&diff=40304Synthesizer2015-04-26T22:40:13Z<p>Graspee: /* Versions and platforms */</p>
<hr />
<div>{{game-7drl| name = Synthesizer<br />
|developer = [[graspee]]<br />
|theme = Audio Synthesis<br />
|influences = Real life synthesizers, Michael Brough games<br />
|released = 2015<br />
|updated = 2015 (7drl)<br />
|language = [[C#]]<br />
|platforms = Unity 5, so lots but only Win and web released<br />
|genre = none/unique<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, redefinable in unity launcher<br />
|length = infinite, highest level reached is measure of success<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/d4JnDrM.png<br />
<br />
== About ==<br />
<br />
Synthesizer is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2015 event.<br />
<br />
== Inspiration and aims ==<br />
<br />
Having recently been drawn into the world of audio synthesis and fancying myself as a bit of a top music producer kind of pangolin and encouraged by my fictional friend: broom, I decided to make a roguelike that incorporated a lot of ideas and themes from the world of audio synthesis. I realized from the start that the problem with this would be that fans of audio synthesis might be critical of the way I had applied the ideas of synthesis to the game, and liberties I had taken in doing so, while people who knew nothing about audio synthesis might be confused and turned off by the ideas in the game. Nevertheless I had to try.<br />
<br />
Another influence was games by Michael Brough. I was amazed at how games like 868 hack had non-deterministic damage and tiny, non-scrolling maps and yet managed to present the player with a deep and complex playing experience with tactical possibilites. I decided on an 8x8 playfield, actually bigger than 868 Hack's 6x6, but matching the size of the Novation Launchpad and similar MIDI controllers.<br />
<br />
== Unique/rare features ==<br />
<br />
The game is designed to look like a synthesizer and the game's features all revolve around that conceit. Sometimes that is contrived and I'm not happy with it, for example the player's hp being called "master volume". It just doesn't fit in well. Where the features do work in my opinion are the time system, which is a grid of "micro turns" or beats which considers all events happening in the same beat as occurring simultaneously, and the deterministic way damage is determined for you and the enemies, which is via waveform style graphs that undulate up and down meaning you have to time your attacks on the beats to avoid doing damage to yourself.<br />
<br />
Another unusual feature is "effects". These are coloured squares on the floor which have various effects depending on their colour, for example double damage, or convert damage to healing. If you or a mob attacks when standing on an effect they get the benefit of that effect. This was inspired by various virtual instruments (VSTs) that use balls bouncing round a grid in order to make procedural music. Nova3 is a good example of one. The effects move at different speeds and bounce off walls, playfield edge and other effects.<br />
<br />
== Normal features ==<br />
<br />
* The levels are 8x8 and don't scroll. They are inspired by real world devices like the Novation Launchpad.<br />
* The graphics in the playfield are 16x16 sprites with no animation. Sprites both larger and smaller are used to draw the interface to resemble a real world synth.<br />
* The text in the game is by a font by me, graspee. It's called "Wednesday" and was designed one time we were having work done on the house and the internet went down for a week.<br />
* There are six different type of mob in the game, called glitches. Four of them have unique behaviour while the other two are the traditional "fast but weak" type and "strong but slow" type.<br />
* There is always on a level: an exit, a random number of patches (basically upgrades both you and mobs can use), random number of walls, random number of effects (see special features).<br />
* The player transitions to a new level on going through the exit.<br />
* There is no [[FOV]]. Walls simply block movement.<br />
<br />
== Versions and platforms ==<br />
<br />
Synthesizer is written in [[C#]] using [[Unity]] 5. A binary is provided for Windows and there is an online version. Source code is not yet publically available.<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2014/03/sucker-7drl-version.zip Game binary download]<br />
You need to have installed the Microsoft Visual Studio 2013 redistributable. (x86 version I assume but try 64 bit if it doesn't work still). Most modern game players have this installed anyway as most steam games install it.</div>Graspeehttp://roguebasin.com/index.php?title=Synthesizer&diff=40303Synthesizer2015-04-26T22:38:46Z<p>Graspee: /* Normal features */</p>
<hr />
<div>{{game-7drl| name = Synthesizer<br />
|developer = [[graspee]]<br />
|theme = Audio Synthesis<br />
|influences = Real life synthesizers, Michael Brough games<br />
|released = 2015<br />
|updated = 2015 (7drl)<br />
|language = [[C#]]<br />
|platforms = Unity 5, so lots but only Win and web released<br />
|genre = none/unique<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, redefinable in unity launcher<br />
|length = infinite, highest level reached is measure of success<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/d4JnDrM.png<br />
<br />
== About ==<br />
<br />
Synthesizer is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2015 event.<br />
<br />
== Inspiration and aims ==<br />
<br />
Having recently been drawn into the world of audio synthesis and fancying myself as a bit of a top music producer kind of pangolin and encouraged by my fictional friend: broom, I decided to make a roguelike that incorporated a lot of ideas and themes from the world of audio synthesis. I realized from the start that the problem with this would be that fans of audio synthesis might be critical of the way I had applied the ideas of synthesis to the game, and liberties I had taken in doing so, while people who knew nothing about audio synthesis might be confused and turned off by the ideas in the game. Nevertheless I had to try.<br />
<br />
Another influence was games by Michael Brough. I was amazed at how games like 868 hack had non-deterministic damage and tiny, non-scrolling maps and yet managed to present the player with a deep and complex playing experience with tactical possibilites. I decided on an 8x8 playfield, actually bigger than 868 Hack's 6x6, but matching the size of the Novation Launchpad and similar MIDI controllers.<br />
<br />
== Unique/rare features ==<br />
<br />
The game is designed to look like a synthesizer and the game's features all revolve around that conceit. Sometimes that is contrived and I'm not happy with it, for example the player's hp being called "master volume". It just doesn't fit in well. Where the features do work in my opinion are the time system, which is a grid of "micro turns" or beats which considers all events happening in the same beat as occurring simultaneously, and the deterministic way damage is determined for you and the enemies, which is via waveform style graphs that undulate up and down meaning you have to time your attacks on the beats to avoid doing damage to yourself.<br />
<br />
Another unusual feature is "effects". These are coloured squares on the floor which have various effects depending on their colour, for example double damage, or convert damage to healing. If you or a mob attacks when standing on an effect they get the benefit of that effect. This was inspired by various virtual instruments (VSTs) that use balls bouncing round a grid in order to make procedural music. Nova3 is a good example of one. The effects move at different speeds and bounce off walls, playfield edge and other effects.<br />
<br />
== Normal features ==<br />
<br />
* The levels are 8x8 and don't scroll. They are inspired by real world devices like the Novation Launchpad.<br />
* The graphics in the playfield are 16x16 sprites with no animation. Sprites both larger and smaller are used to draw the interface to resemble a real world synth.<br />
* The text in the game is by a font by me, graspee. It's called "Wednesday" and was designed one time we were having work done on the house and the internet went down for a week.<br />
* There are six different type of mob in the game, called glitches. Four of them have unique behaviour while the other two are the traditional "fast but weak" type and "strong but slow" type.<br />
* There is always on a level: an exit, a random number of patches (basically upgrades both you and mobs can use), random number of walls, random number of effects (see special features).<br />
* The player transitions to a new level on going through the exit.<br />
* There is no [[FOV]]. Walls simply block movement.<br />
<br />
== Versions and platforms ==<br />
<br />
Sucker is written in [[C++]] with the [[SDL]] library (2.0.1). A binary is provided for Windows only. Source code is available on github at [https://github.com/graspee/SDL-sprite-based-roguelike/tree/Sucker]<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2014/03/sucker-7drl-version.zip Game binary download]<br />
You need to have installed the Microsoft Visual Studio 2013 redistributable. (x86 version I assume but try 64 bit if it doesn't work still). Most modern game players have this installed anyway as most steam games install it.</div>Graspeehttp://roguebasin.com/index.php?title=Synthesizer&diff=40302Synthesizer2015-04-26T22:38:13Z<p>Graspee: /* About */</p>
<hr />
<div>{{game-7drl| name = Synthesizer<br />
|developer = [[graspee]]<br />
|theme = Audio Synthesis<br />
|influences = Real life synthesizers, Michael Brough games<br />
|released = 2015<br />
|updated = 2015 (7drl)<br />
|language = [[C#]]<br />
|platforms = Unity 5, so lots but only Win and web released<br />
|genre = none/unique<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, redefinable in unity launcher<br />
|length = infinite, highest level reached is measure of success<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/d4JnDrM.png<br />
<br />
== About ==<br />
<br />
Synthesizer is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2015 event.<br />
<br />
== Inspiration and aims ==<br />
<br />
Having recently been drawn into the world of audio synthesis and fancying myself as a bit of a top music producer kind of pangolin and encouraged by my fictional friend: broom, I decided to make a roguelike that incorporated a lot of ideas and themes from the world of audio synthesis. I realized from the start that the problem with this would be that fans of audio synthesis might be critical of the way I had applied the ideas of synthesis to the game, and liberties I had taken in doing so, while people who knew nothing about audio synthesis might be confused and turned off by the ideas in the game. Nevertheless I had to try.<br />
<br />
Another influence was games by Michael Brough. I was amazed at how games like 868 hack had non-deterministic damage and tiny, non-scrolling maps and yet managed to present the player with a deep and complex playing experience with tactical possibilites. I decided on an 8x8 playfield, actually bigger than 868 Hack's 6x6, but matching the size of the Novation Launchpad and similar MIDI controllers.<br />
<br />
== Unique/rare features ==<br />
<br />
The game is designed to look like a synthesizer and the game's features all revolve around that conceit. Sometimes that is contrived and I'm not happy with it, for example the player's hp being called "master volume". It just doesn't fit in well. Where the features do work in my opinion are the time system, which is a grid of "micro turns" or beats which considers all events happening in the same beat as occurring simultaneously, and the deterministic way damage is determined for you and the enemies, which is via waveform style graphs that undulate up and down meaning you have to time your attacks on the beats to avoid doing damage to yourself.<br />
<br />
Another unusual feature is "effects". These are coloured squares on the floor which have various effects depending on their colour, for example double damage, or convert damage to healing. If you or a mob attacks when standing on an effect they get the benefit of that effect. This was inspired by various virtual instruments (VSTs) that use balls bouncing round a grid in order to make procedural music. Nova3 is a good example of one. The effects move at different speeds and bounce off walls, playfield edge and other effects.<br />
<br />
== Normal features ==<br />
<br />
* The levels are 8x8 and don't scroll. They are inspired by real world devices like the Novation Launchpad.<br />
* The graphics in the playfield are 16x16 sprites with no animation. Sprites both larger and smaller and used to draw the interface to resemble a real world synth.<br />
* The text in the game is by a font by me, graspee. It's called "Wednesday" and was designed one time we were having work done on the house and the internet went down for a week.<br />
* There are six different type of mob in the game, called glitches. Four of them have unique behaviour while the other two are the traditional "fast but weak" type and "strong but slow" type.<br />
* There is always on a level: an exit, a random number of patches (basically upgrades both you and mobs can use), random number of walls, random number of effects (see special features).<br />
* The player transitions to a new level on going through the exit.<br />
* There is no [[FOV]]. Walls simply block movement.<br />
<br />
<br />
<br />
== Versions and platforms ==<br />
<br />
Sucker is written in [[C++]] with the [[SDL]] library (2.0.1). A binary is provided for Windows only. Source code is available on github at [https://github.com/graspee/SDL-sprite-based-roguelike/tree/Sucker]<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2014/03/sucker-7drl-version.zip Game binary download]<br />
You need to have installed the Microsoft Visual Studio 2013 redistributable. (x86 version I assume but try 64 bit if it doesn't work still). Most modern game players have this installed anyway as most steam games install it.</div>Graspeehttp://roguebasin.com/index.php?title=Synthesizer&diff=40301Synthesizer2015-04-26T22:37:30Z<p>Graspee: Created page with "{{game-7drl| name = Synthesizer |developer = graspee |theme = Audio Synthesis |influences = Real life synthesizers, Michael Brough games |released = 2015 |updated = 2015 (..."</p>
<hr />
<div>{{game-7drl| name = Synthesizer<br />
|developer = [[graspee]]<br />
|theme = Audio Synthesis<br />
|influences = Real life synthesizers, Michael Brough games<br />
|released = 2015<br />
|updated = 2015 (7drl)<br />
|language = [[C#]]<br />
|platforms = Unity 5, so lots but only Win and web released<br />
|genre = none/unique<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, redefinable in unity launcher<br />
|length = infinite, highest level reached is measure of success<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/d4JnDrM.png<br />
<br />
== About ==<br />
<br />
Sucker is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2015 event.<br />
<br />
== Inspiration and aims ==<br />
<br />
Having recently been drawn into the world of audio synthesis and fancying myself as a bit of a top music producer kind of pangolin and encouraged by my fictional friend: broom, I decided to make a roguelike that incorporated a lot of ideas and themes from the world of audio synthesis. I realized from the start that the problem with this would be that fans of audio synthesis might be critical of the way I had applied the ideas of synthesis to the game, and liberties I had taken in doing so, while people who knew nothing about audio synthesis might be confused and turned off by the ideas in the game. Nevertheless I had to try.<br />
<br />
Another influence was games by Michael Brough. I was amazed at how games like 868 hack had non-deterministic damage and tiny, non-scrolling maps and yet managed to present the player with a deep and complex playing experience with tactical possibilites. I decided on an 8x8 playfield, actually bigger than 868 Hack's 6x6, but matching the size of the Novation Launchpad and similar MIDI controllers.<br />
<br />
== Unique/rare features ==<br />
<br />
The game is designed to look like a synthesizer and the game's features all revolve around that conceit. Sometimes that is contrived and I'm not happy with it, for example the player's hp being called "master volume". It just doesn't fit in well. Where the features do work in my opinion are the time system, which is a grid of "micro turns" or beats which considers all events happening in the same beat as occurring simultaneously, and the deterministic way damage is determined for you and the enemies, which is via waveform style graphs that undulate up and down meaning you have to time your attacks on the beats to avoid doing damage to yourself.<br />
<br />
Another unusual feature is "effects". These are coloured squares on the floor which have various effects depending on their colour, for example double damage, or convert damage to healing. If you or a mob attacks when standing on an effect they get the benefit of that effect. This was inspired by various virtual instruments (VSTs) that use balls bouncing round a grid in order to make procedural music. Nova3 is a good example of one. The effects move at different speeds and bounce off walls, playfield edge and other effects.<br />
<br />
== Normal features ==<br />
<br />
* The levels are 8x8 and don't scroll. They are inspired by real world devices like the Novation Launchpad.<br />
* The graphics in the playfield are 16x16 sprites with no animation. Sprites both larger and smaller and used to draw the interface to resemble a real world synth.<br />
* The text in the game is by a font by me, graspee. It's called "Wednesday" and was designed one time we were having work done on the house and the internet went down for a week.<br />
* There are six different type of mob in the game, called glitches. Four of them have unique behaviour while the other two are the traditional "fast but weak" type and "strong but slow" type.<br />
* There is always on a level: an exit, a random number of patches (basically upgrades both you and mobs can use), random number of walls, random number of effects (see special features).<br />
* The player transitions to a new level on going through the exit.<br />
* There is no [[FOV]]. Walls simply block movement.<br />
<br />
<br />
<br />
== Versions and platforms ==<br />
<br />
Sucker is written in [[C++]] with the [[SDL]] library (2.0.1). A binary is provided for Windows only. Source code is available on github at [https://github.com/graspee/SDL-sprite-based-roguelike/tree/Sucker]<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2014/03/sucker-7drl-version.zip Game binary download]<br />
You need to have installed the Microsoft Visual Studio 2013 redistributable. (x86 version I assume but try 64 bit if it doesn't work still). Most modern game players have this installed anyway as most steam games install it.</div>Graspeehttp://roguebasin.com/index.php?title=Sucker&diff=40300Sucker2015-04-26T22:17:29Z<p>Graspee: </p>
<hr />
<div>{{game-7drl| name = Sucker<br />
|developer = [[graspee]]<br />
|theme = Sucking and spitting<br />
|influences = Kirby series, Spelunky<br />
|released = 2014<br />
|updated = 2014 (7drl)<br />
|language = [[Cpp|C++]]<br />
|platforms = SDL so lots but only Win built<br />
|genre = SF&F<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, most keys redefinable in menu<br />
|length = 1 hour for win<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/OCkVGCc.png<br />
<br />
== About ==<br />
<br />
Sucker is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2014 event.<br />
<br />
== Instructions copied from in-game screen ==<br />
<br />
You are Pango Pango, an employee of the Happillama Realtech corporation. Your job is to investigate<br />
seemingly-abandoned space vessels and bring back valuable treasure. In order to do your job you have<br />
been given a state-of-the-art vacuum device which sucks up and shrinks down matter, living or dead.<br />
<br />
The device normally keeps items in stasis to prevent them going off, exploding or fighting each other<br />
but your device has always been less than 100% functional and so will only achieve stasis if you use<br />
a stasis device you may find on your travels.<br />
<br />
The device has two modes: suck and blow. The device consumes steam to operate. The steam will build up<br />
over time, one unit at a time, to a maximum of 5 units. Normal sucking or blowing uses one unit of<br />
steam, but you can also use super mode which is more powerful but needs and consumes all 5 units of steam.<br />
<br />
A normal suck will suck in a monster or item on one of the 8 squares around you. If there's more than one<br />
target then a selector will show you which are valid directions and you can press a direction to confirm.<br />
In super mode, sucking will be able to suck an item or monster right across the room and into your weapon.<br />
Some things are too big to fit in the chamber of your vacuum, but you can still suck them towards you.<br />
<br />
Blowing will blow the topmost item out of your vacuum. In normal mode this will deposit the item onto one<br />
of the 8 squares around you. In super mode the item will shoot out across the room and can even damage<br />
mobs that are in the way. Do note though, that you can't fire an item at a mob that is right next to you<br />
as there would be no room.<br />
<br />
Sucking, blowing and changing the toggle switch from suck to blow or vice versa all use up one turn.<br />
To pick up an item just bump into it. If you are already carrying an item it will be swapped.<br />
Some things you will find are locked, e.g. the exit or the broom cupboard (Please rescue broom!)<br />
To unlock something, simply be carrying a key and bump into it, then bump into it again to open it or<br />
leave in the case of the exit. You can't drop the item you're carrying, only swap it with another.<br />
<br />
== Unique/rare features ==<br />
<br />
The gimmick in this game is the vacuum weapon. Basically a 10 object stack. As mentioned above, you have suck mode and blow mode, and in either mode you can either do a normal operation, or a super operation. Normal operations are limited to one square radius around the character, whereas super operations have a maximum possible range of 10 squares.<br />
<br />
Combat in the game is not traditional. Although you can pick up a sword sometimes (it's one of the items in a pool of six from which 3 items are generated each level), the basic ways of dealing with mobs are to either suck them into the vacuum, blow another item from the vacuum to kill them like a ranged attack or lure them into lava.<br />
<br />
On each level there is a locked broom cupboard containing Independent Entity Princess Spacealina Broom who needs to be rescued. You can only rescue<br />
Broom by sucking him (sic) into the vacuum before you leave the level. On the last level there is additionally a Golden Tziken to rescue. This kind of rescuing idea is taken from Spelunky.<br />
<br />
Unlocking the exit on level 10 and stepping through is a "normal win". Doing that plus rescuing the Golden Tziken is considered a "tziken win", "tziken takeaway" or "tziken carryout" (depending on the common phrase in user's country).<br />
<br />
== Normal features ==<br />
<br />
* There are ten "dungeon" levels 80x50, each one representing a space ship you enter to salvage things. The map generation is handled by making a series of small "patches", each of which is made by drawing rectangles and circles overlapping each other and then sometimes randomly 1 or 2-way mirroring the result. These patches are then placed in the centre of the map and pushed out radially. When a patch doesn't overlap anything else it is "stamped down". This results in levels that are guaranteed to be navigable, although sometimes a diagonal move is required.<br />
* The graphics are a set of 40 16x16 sprites. There's no animation. <br />
* The text in the game is the same font used in The Hobbit for the ZX Spectrum by Melbourne House. It is slightly unusual in being 8 pixels tall by 6 wide. It was made to fit more text onto the screen on small resolution screens.<br />
* There are 20 mobs per level of random types from (skeleton, kobby bomber, cake golem, gelatinous cube, imp and bat).<br />
* There is always on a level: locked exit, locked broom cupboard, rabbit gate, 2 keys, 5 gems, 10 gold bars and 3 "special" items, such as sword, medpack, shield etc.<br />
* On level 10 there is a locked chest containing the Golden Tziken.<br />
* Some mobs can transform under some circumstances<br />
* After 100 turns extra space rabbits start to randomly gate in one at a time from the rabbit gate. (2% chance per turn).<br />
* [[FOV]] is c++ code for [[recursive shadowcasting]] taken from this site<br />
* There is fairly simple coloured lighting, both a circular torch the player starts with and can turn on and off and randomly-placed lights round the walls that emit a broadly semi-circular light.<br />
* A primitive stealth mechanic results from use of these lights: if the player is in total darkness he will not be noticed by mobs, although once they have seen him they will be able to find him for ever.<br />
* There are a small number of items with specific uses, e.g. a sword you can kill mobs with by bumping into them when carrying it (limited to five uses to stop it being overpowered) and batteries which give you 5 steam instantly (basically full "mana" to enable almost back to back super vacuum use (using the battery itself takes one turn)).<br />
* The combat is pretty simple. The player can deal with mobs by sucking them into the vacuum, ranged attacking them by spitting a vacuum-held object at them, luring them into lava or killing them with the sword. Mobs all have 1 hit point while the player has 10.<br />
<br />
== Unimplemented Features ==<br />
<br />
A number of planned features were unable to be written in time for the 7DRL challenge, these include:<br />
<br />
* Mobs and items in the vacuum chamber were planned to interact with each other: mobs would fight, use items and so on. Without this feature the stopwatch ("stasis device") is useless.<br />
<br />
* Kobby bombers were supposed to throw their bombs about; they would count down from 5 to 1 then explode. It was going to be both an additional hazard for the player and another way of killing mobs especially since bombs could be sucked up in the vacuum and fired out like RPGs.<br />
<br />
* Mobs were supposed to interact with items on the main map too: rabbits would pick up batteries and become shielded, visually changing and unable to be damaged by firing objects at them. This is similar to the mechanic that did get implemented: skeletons being transformed by lava into fire skeletons that look different and deal double damage.<br />
<br />
== Versions and platforms ==<br />
<br />
Sucker is written in [[C++]] with the [[SDL]] library (2.0.1). A binary is provided for Windows only. Source code is available on github at [https://github.com/graspee/SDL-sprite-based-roguelike/tree/Sucker]<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2014/03/sucker-7drl-version.zip Game binary download]<br />
You need to have installed the Microsoft Visual Studio 2013 redistributable. (x86 version I assume but try 64 bit if it doesn't work still). Most modern game players have this installed anyway as most steam games install it.</div>Graspeehttp://roguebasin.com/index.php?title=Graspee&diff=40294Graspee2015-04-26T21:44:55Z<p>Graspee: </p>
<hr />
<div>{{developerinfo|name = graspee leemoor<br />
|alias = none<br />
|nationality = British<br />
|projects = none<br />
|games = [[splitter]] [[sucker]] [[synthesizer]]<br />
|languages = [[C++]] [[c#]]<br />
|site = http://pangoempire.wordpress.com<br />
}}<br />
<br />
<br />
Graspee Leemoor is a fictional pangolin. He holds and sometimes fondles degrees in Psychology, Classics and Computer Science. Graspee has been writing games since 1983, most of them rubbish. He started in BASIC on the ZX Spectrum, then Amstrad CPC, then game-creating tools like STOS and GFA Basic on the Atari ST, AMOS on the Amiga then finally onto decent languages such as C, C++ and x86 assembler on the PC in 1992 after graduating the 2nd time.<br />
<br />
In modern times, graspee would like you to think he spends hours in powerful solitude, stroking his beard and writing astounding and amazing code in Haskell, Prolog and Scheme, but the truth is that he's normally to be found bashing out c++ because the parts of his brain he could have used to learn about other languages have been used to store important secret data about pangolins, Dr. Who and the Hermetic Order of the Golden Dawn.<br />
<br />
First becoming aware of roguelikes via either alien contact or nethack on the Atari ST depending on who you believe, graspee has continued to be fascinated by their coarse quantization of time and space. Various diabolical and short-lived experiments aside, graspee has produced three games:<br />
<br />
*[[splitter]] 7DRL 2013. The gimmick is that you play a man split into two, so you are playing two roguelike games at the same time, side by side but with a single set of controls. You press left, both @ attempt to go left. This was written in c++ with SDL 1.2 and an 8x8 partially self-made font.<br />
<br />
*[[sucker]] 7DRL 2014. The gimmick this time is a vacuum device you can use to suck up or spit out mobs and items. Eschewing the traditional rpg stats and attrition-based combat of his last 7DRL, in this game all mobs have 1 hp and the player has 10. This time it was made in c++ with SDL 2.0.1 with 16x16 sprites.<br />
<br />
*[[synthesizer]] 7DRL 2015. The gimmick is that the game appears to be a synthesizer (musical instrument). The gameplay works in gimmicky ways from the tacky "player's hp is called 'main volume'!" to the 'actually this is quite cool and I might use it again' of deterministic damage of mobs and player shown as audio style graphs, and the time system resembling a step sequencer. Unity 5 and C# used this time, but still with 2d sprites that are mostly 16x16.<br />
<br />
== Medals ==<br />
http://www.roguetemple.com/medals/Medal_7DRL_2013_s.png<br />
http://www.roguetemple.com/medals/Medal_7DRL_2014_s.png<br />
http://www.roguetemple.com/medals/Medal_7DRL_2015_s.png<br />
[[Category:Developers]]</div>Graspeehttp://roguebasin.com/index.php?title=Graspee&diff=40293Graspee2015-04-26T21:43:31Z<p>Graspee: </p>
<hr />
<div>{{developerinfo|name = graspee leemoor<br />
|alias = none<br />
|nationality = British<br />
|projects = none<br />
|games = [[splitter]] [[sucker]]<br />
|languages = [[C++]]<br />
|site = http://pangoempire.wordpress.com<br />
}}<br />
<br />
<br />
Graspee Leemoor is a fictional pangolin. He holds and sometimes fondles degrees in Psychology, Classics and Computer Science. Graspee has been writing games since 1983, most of them rubbish. He started in BASIC on the ZX Spectrum, then Amstrad CPC, then game-creating tools like STOS and GFA Basic on the Atari ST, AMOS on the Amiga then finally onto decent languages such as C, C++ and x86 assembler on the PC in 1992 after graduating the 2nd time.<br />
<br />
In modern times, graspee would like you to think he spends hours in powerful solitude, stroking his beard and writing astounding and amazing code in Haskell, Prolog and Scheme, but the truth is that he's normally to be found bashing out c++ because the parts of his brain he could have used to learn about other languages have been used to store important secret data about pangolins, Dr. Who and the Hermetic Order of the Golden Dawn.<br />
<br />
First becoming aware of roguelikes via either alien contact or nethack on the Atari ST depending on who you believe, graspee has continued to be fascinated by their coarse quantization of time and space. Various diabolical and short-lived experiments aside, graspee has produced three games:<br />
<br />
*[[splitter]] 7DRL 2013. The gimmick is that you play a man split into two, so you are playing two roguelike games at the same time, side by side but with a single set of controls. You press left, both @ attempt to go left. This was written in c++ with SDL 1.2 and an 8x8 partially self-made font.<br />
<br />
*[[sucker]] 7DRL 2014. The gimmick this time is a vacuum device you can use to suck up or spit out mobs and items. Eschewing the traditional rpg stats and attrition-based combat of his last 7DRL, in this game all mobs have 1 hp and the player has 10. This time it was made in c++ with SDL 2.0.1 with 16x16 sprites.<br />
<br />
*[[synthesizer]] 7DRL 2015. The gimmick is that the game appears to be a synthesizer (musical instrument). The gameplay works in gimmicky ways from the tacky "player's hp is called 'main volume'!" to the 'actually this is quite cool and I might use it again' of deterministic damage of mobs and player shown as audio style graphs, and the time system resembling a step sequencer.<br />
<br />
== Medals ==<br />
http://www.roguetemple.com/medals/Medal_7DRL_2013_s.png<br />
http://www.roguetemple.com/medals/Medal_7DRL_2014_s.png<br />
http://www.roguetemple.com/medals/Medal_7DRL_2015_s.png<br />
[[Category:Developers]]</div>Graspeehttp://roguebasin.com/index.php?title=Graspee&diff=40292Graspee2015-04-26T21:40:13Z<p>Graspee: /* Medals */</p>
<hr />
<div>{{developerinfo|name = graspee leemoor<br />
|alias = none<br />
|nationality = British<br />
|projects = none<br />
|games = [[splitter]] [[sucker]]<br />
|languages = [[C++]]<br />
|site = http://pangoempire.wordpress.com<br />
}}<br />
<br />
<br />
Graspee Leemoor is a fictional pangolin. He holds and sometimes fondles degrees in Psychology, Classics and Computer Science. Graspee has been writing games since 1983, most of them rubbish. He started in BASIC on the ZX Spectrum, then Amstrad CPC, then game-creating tools like STOS and GFA Basic on the Atari ST, AMOS on the Amiga then finally onto decent languages such as C, C++ and x86 assembler on the PC in 1992 after graduating the 2nd time.<br />
<br />
In modern times, graspee would like you to think he spends hours in powerful solitude, stroking his beard and writing astounding and amazing code in Haskell, Prolog and Scheme, but the truth is that he's normally to be found bashing out c++ because the parts of his brain he could have used to learn about other languages have been used to store important secret data about pangolins, Dr. Who and the Hermetic Order of the Golden Dawn.<br />
<br />
First becoming aware of roguelikes via either alien contact or nethack on the Atari ST depending on who you believe, graspee has continued to be fascinated by their coarse quantization of time and space. Various diabolical and short-lived experiments aside, graspee has produced two games:<br />
<br />
*[[splitter]] 7DRL 2013. The gimmick is that you play a man split into two, so you are playing two roguelike games at the same time, side by side but with a single set of controls. You press left, both @ attempt to go left. This was written in c++ with SDL 1.2 and an 8x8 partially self-made font.<br />
<br />
*[[sucker]] 7DRL 2014. The gimmick this time is a vacuum device you can use to suck up or spit out mobs and items. Eschewing the traditional rpg stats and attrition-based combat of his last 7DRL, in this game all mobs have 1 hp and the player has 10. This time it was made in c++ with SDL 2.0.1 with 16x16 sprites.<br />
<br />
== Medals ==<br />
http://www.roguetemple.com/medals/Medal_7DRL_2013_s.png<br />
http://www.roguetemple.com/medals/Medal_7DRL_2014_s.png<br />
http://www.roguetemple.com/medals/Medal_7DRL_2015_s.png<br />
[[Category:Developers]]</div>Graspeehttp://roguebasin.com/index.php?title=Graspee&diff=37762Graspee2014-03-18T05:48:34Z<p>Graspee: </p>
<hr />
<div>{{developerinfo|name = graspee leemoor<br />
|alias = none<br />
|nationality = British<br />
|projects = none<br />
|games = [[splitter]] [[sucker]]<br />
|languages = [[C++]]<br />
|site = http://pangoempire.wordpress.com<br />
}}<br />
<br />
<br />
Graspee Leemoor is a fictional pangolin. He holds and sometimes fondles degrees in Psychology, Classics and Computer Science. Graspee has been writing games since 1983, most of them rubbish. He started in BASIC on the ZX Spectrum, then Amstrad CPC, then game-creating tools like STOS and GFA Basic on the Atari ST, AMOS on the Amiga then finally onto decent languages such as C, C++ and x86 assembler on the PC in 1992 after graduating the 2nd time.<br />
<br />
In modern times, graspee would like you to think he spends hours in powerful solitude, stroking his beard and writing astounding and amazing code in Haskell, Prolog and Scheme, but the truth is that he's normally to be found bashing out c++ because the parts of his brain he could have used to learn about other languages have been used to store important secret data about pangolins, Dr. Who and the Hermetic Order of the Golden Dawn.<br />
<br />
First becoming aware of roguelikes via either alien contact or nethack on the Atari ST depending on who you believe, graspee has continued to be fascinated by their coarse quantization of time and space. Various diabolical and short-lived experiments aside, graspee has produced two games:<br />
<br />
*[[splitter]] 7DRL 2013. The gimmick is that you play a man split into two, so you are playing two roguelike games at the same time, side by side but with a single set of controls. You press left, both @ attempt to go left. This was written in c++ with SDL 1.2 and an 8x8 partially self-made font.<br />
<br />
*[[sucker]] 7DRL 2014. The gimmick this time is a vacuum device you can use to suck up or spit out mobs and items. Eschewing the traditional rpg stats and attrition-based combat of his last 7DRL, in this game all mobs have 1 hp and the player has 10. This time it was made in c++ with SDL 2.0.1 with 16x16 sprites.<br />
<br />
== Medals ==<br />
http://www.roguetemple.com/medals/Medal_7DRL_2013_s.png<br />
<br />
[[Category:Developers]]</div>Graspeehttp://roguebasin.com/index.php?title=Graspee&diff=37761Graspee2014-03-18T05:46:56Z<p>Graspee: Created page with "{{developerinfo|name = graspee leemoor |alias = none |nationality = British |projects = none |games = splitter sucker |languages = C++ |site = http://pangoempire.w..."</p>
<hr />
<div>{{developerinfo|name = graspee leemoor<br />
|alias = none<br />
|nationality = British<br />
|projects = none<br />
|games = [[splitter]] [[sucker]]<br />
|languages = [[C++]]<br />
|site = http://pangoempire.wordpress.com<br />
}}<br />
<br />
<br />
Graspee Leemoor is a fictional pangolin. He holds and sometimes fondles degrees in Psychology, Classics and Computer Science. Graspee has been writing games since 1983, most of them rubbish. He started in BASIC on the ZX Spectrum, then Amstrad CPC, then game-creating tools like STOS and GFA Basic on the Atari ST, AMOS on the Amiga then finally onto decent languages such as C, C++ and x86 assembler on the PC in 1992 after graduating the 2nd time.<br />
<br />
In modern times, graspee would like you to think he spends hours in powerful solitude, stroking his beard and writing astounding and amazing code in Haskell, Prolog and Scheme, but the truth is that he's normally to be found bashing out c++ because the parts of his brain he could have used to learn about other languages have been used to store important secret data about pangolins, Dr. Who and the Hermetic Order of the Golden Dawn.<br />
<br />
First becoming aware of roguelikes via either alien contact or nethack on the Atari ST depending on who you believe, graspee has continued to be fascinated by their coarse quantization of time and space. Various diabolical and short-lived experiments aside, graspee has produced two games:<br />
<br />
*[[splitter]] 7DRL 2013. The gimmick is that you play a man split into two, so you are playing two roguelike games at the same time, side by side but with a single set of controls. You press left, both @ attempt to go left. This was written in c++ with SDL 1.2 and an 8x8 partially self-made font.<br />
<br />
*[[sucker]] 7DRL 2014. The gimmick this time is a vacuum device you can use to suck up or spit out mobs and items. Eschewing the traditional rpg stats and attrition-based combat of his last 7DRL, in this game all mobs have 1 hp and the player has 10.<br />
<br />
== Medals ==<br />
http://www.roguetemple.com/medals/Medal_7DRL_2013_s.png<br />
<br />
[[Category:Developers]]</div>Graspeehttp://roguebasin.com/index.php?title=Sucker&diff=37760Sucker2014-03-18T05:29:36Z<p>Graspee: </p>
<hr />
<div>{{game-7drl| name = Sucker<br />
|developer = [[graspee]]<br />
|theme = Sucking and spitting<br />
|influences = Kirby series, Spelunky<br />
|released = 2013<br />
|updated = 2013 (7drl)<br />
|language = [[Cpp|C++]]<br />
|platforms = SDL so lots but only Win built<br />
|genre = SF&F<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, most keys redefinable in menu<br />
|length = 1 hour for win<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/OCkVGCc.png<br />
<br />
== About ==<br />
<br />
Sucker is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2014 event.<br />
<br />
== Instructions copied from in-game screen ==<br />
<br />
You are Pango Pango, an employee of the Happillama Realtech corporation. Your job is to investigate<br />
seemingly-abandoned space vessels and bring back valuable treasure. In order to do your job you have<br />
been given a state-of-the-art vacuum device which sucks up and shrinks down matter, living or dead.<br />
<br />
The device normally keeps items in stasis to prevent them going off, exploding or fighting each other<br />
but your device has always been less than 100% functional and so will only achieve stasis if you use<br />
a stasis device you may find on your travels.<br />
<br />
The device has two modes: suck and blow. The device consumes steam to operate. The steam will build up<br />
over time, one unit at a time, to a maximum of 5 units. Normal sucking or blowing uses one unit of<br />
steam, but you can also use super mode which is more powerful but needs and consumes all 5 units of steam.<br />
<br />
A normal suck will suck in a monster or item on one of the 8 squares around you. If there's more than one<br />
target then a selector will show you which are valid directions and you can press a direction to confirm.<br />
In super mode, sucking will be able to suck an item or monster right across the room and into your weapon.<br />
Some things are too big to fit in the chamber of your vacuum, but you can still suck them towards you.<br />
<br />
Blowing will blow the topmost item out of your vacuum. In normal mode this will deposit the item onto one<br />
of the 8 squares around you. In super mode the item will shoot out across the room and can even damage<br />
mobs that are in the way. Do note though, that you can't fire an item at a mob that is right next to you<br />
as there would be no room.<br />
<br />
Sucking, blowing and changing the toggle switch from suck to blow or vice versa all use up one turn.<br />
To pick up an item just bump into it. If you are already carrying an item it will be swapped.<br />
Some things you will find are locked, e.g. the exit or the broom cupboard (Please rescue broom!)<br />
To unlock something, simply be carrying a key and bump into it, then bump into it again to open it or<br />
leave in the case of the exit. You can't drop the item you're carrying, only swap it with another.<br />
<br />
== Unique/rare features ==<br />
<br />
The gimmick in this game is the vacuum weapon. Basically a 10 object stack. As mentioned above, you have suck mode and blow mode, and in either mode you can either do a normal operation, or a super operation. Normal operations are limited to one square radius around the character, whereas super operations have a maximum possible range of 10 squares.<br />
<br />
Combat in the game is not traditional. Although you can pick up a sword sometimes (it's one of the items in a pool of six from which 3 items are generated each level), the basic ways of dealing with mobs are to either suck them into the vacuum, blow another item from the vacuum to kill them like a ranged attack or lure them into lava.<br />
<br />
On each level there is a locked broom cupboard containing Independent Entity Princess Spacealina Broom who needs to be rescued. You can only rescue<br />
Broom by sucking him (sic) into the vacuum before you leave the level. On the last level there is additionally a Golden Tziken to rescue. This kind of rescuing idea is taken from Spelunky.<br />
<br />
Unlocking the exit on level 10 and stepping through is a "normal win". Doing that plus rescuing the Golden Tziken is considered a "tziken win", "tziken takeaway" or "tziken carryout" (depending on the common phrase in user's country).<br />
<br />
== Normal features ==<br />
<br />
* There are ten "dungeon" levels 80x50, each one representing a space ship you enter to salvage things. The map generation is handled by making a series of small "patches", each of which is made by drawing rectangles and circles overlapping each other and then sometimes randomly 1 or 2-way mirroring the result. These patches are then placed in the centre of the map and pushed out radially. When a patch doesn't overlap anything else it is "stamped down". This results in levels that are guaranteed to be navigable, although sometimes a diagonal move is required.<br />
* The graphics are a set of 40 16x16 sprites. There's no animation. <br />
* The text in the game is the same font used in The Hobbit for the ZX Spectrum by Melbourne House. It is slightly unusual in being 8 pixels tall by 6 wide. It was made to fit more text onto the screen on small resolution screens.<br />
* There are 20 mobs per level of random types from (skeleton, kobby bomber, cake golem, gelatinous cube, imp and bat).<br />
* There is always on a level: locked exit, locked broom cupboard, rabbit gate, 2 keys, 5 gems, 10 gold bars and 3 "special" items, such as sword, medpack, shield etc.<br />
* On level 10 there is a locked chest containing the Golden Tziken.<br />
* Some mobs can transform under some circumstances<br />
* After 100 turns extra space rabbits start to randomly gate in one at a time from the rabbit gate. (2% chance per turn).<br />
* [[FOV]] is c++ code for [[recursive shadowcasting]] taken from this site<br />
* There is fairly simple coloured lighting, both a circular torch the player starts with and can turn on and off and randomly-placed lights round the walls that emit a broadly semi-circular light.<br />
* A primitive stealth mechanic results from use of these lights: if the player is in total darkness he will not be noticed by mobs, although once they have seen him they will be able to find him for ever.<br />
* There are a small number of items with specific uses, e.g. a sword you can kill mobs with by bumping into them when carrying it (limited to five uses to stop it being overpowered) and batteries which give you 5 steam instantly (basically full "mana" to enable almost back to back super vacuum use (using the battery itself takes one turn)).<br />
* The combat is pretty simple. The player can deal with mobs by sucking them into the vacuum, ranged attacking them by spitting a vacuum-held object at them, luring them into lava or killing them with the sword. Mobs all have 1 hit point while the player has 10.<br />
<br />
== Unimplemented Features ==<br />
<br />
A number of planned features were unable to be written in time for the 7DRL challenge, these include:<br />
<br />
* Mobs and items in the vacuum chamber were planned to interact with each other: mobs would fight, use items and so on. Without this feature the stopwatch ("stasis device") is useless.<br />
<br />
* Kobby bombers were supposed to throw their bombs about; they would count down from 5 to 1 then explode. It was going to be both an additional hazard for the player and another way of killing mobs especially since bombs could be sucked up in the vacuum and fired out like RPGs.<br />
<br />
* Mobs were supposed to interact with items on the main map too: rabbits would pick up batteries and become shielded, visually changing and unable to be damaged by firing objects at them. This is similar to the mechanic that did get implemented: skeletons being transformed by lava into fire skeletons that look different and deal double damage.<br />
<br />
== Versions and platforms ==<br />
<br />
Sucker is written in [[C++]] with the [[SDL]] library (2.0.1). A binary is provided for Windows only. Source code is available on github at [https://github.com/graspee/SDL-sprite-based-roguelike/tree/Sucker]<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2014/03/sucker-7drl-version.zip Game binary download]<br />
You need to have installed the Microsoft Visual Studio 2013 redistributable. (x86 version I assume but try 64 bit if it doesn't work still). Most modern game players have this installed anyway as most steam games install it.</div>Graspeehttp://roguebasin.com/index.php?title=Sucker&diff=37759Sucker2014-03-18T05:28:56Z<p>Graspee: </p>
<hr />
<div>{{game-7drl| name = Sucker<br />
|developer = [[graspee]]<br />
|theme = Sucking and spitting<br />
|influences = Kirby series, Spelunky<br />
|released = 2013<br />
|updated = 2013 (7drl)<br />
|language = [[Cpp|C++]]<br />
|platforms = SDL so lots but only Win built<br />
|genre = SF&F<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, most keys redefinable in menu<br />
|length = 1 hour for win<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/OCkVGCc.png<br />
<br />
== About ==<br />
<br />
Splitter is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2013 event.<br />
<br />
== Instructions copied from in-game screen ==<br />
<br />
You are Pango Pango, an employee of the Happillama Realtech corporation. Your job is to investigate<br />
seemingly-abandoned space vessels and bring back valuable treasure. In order to do your job you have<br />
been given a state-of-the-art vacuum device which sucks up and shrinks down matter, living or dead.<br />
<br />
The device normally keeps items in stasis to prevent them going off, exploding or fighting each other<br />
but your device has always been less than 100% functional and so will only achieve stasis if you use<br />
a stasis device you may find on your travels.<br />
<br />
The device has two modes: suck and blow. The device consumes steam to operate. The steam will build up<br />
over time, one unit at a time, to a maximum of 5 units. Normal sucking or blowing uses one unit of<br />
steam, but you can also use super mode which is more powerful but needs and consumes all 5 units of steam.<br />
<br />
A normal suck will suck in a monster or item on one of the 8 squares around you. If there's more than one<br />
target then a selector will show you which are valid directions and you can press a direction to confirm.<br />
In super mode, sucking will be able to suck an item or monster right across the room and into your weapon.<br />
Some things are too big to fit in the chamber of your vacuum, but you can still suck them towards you.<br />
<br />
Blowing will blow the topmost item out of your vacuum. In normal mode this will deposit the item onto one<br />
of the 8 squares around you. In super mode the item will shoot out across the room and can even damage<br />
mobs that are in the way. Do note though, that you can't fire an item at a mob that is right next to you<br />
as there would be no room.<br />
<br />
Sucking, blowing and changing the toggle switch from suck to blow or vice versa all use up one turn.<br />
To pick up an item just bump into it. If you are already carrying an item it will be swapped.<br />
Some things you will find are locked, e.g. the exit or the broom cupboard (Please rescue broom!)<br />
To unlock something, simply be carrying a key and bump into it, then bump into it again to open it or<br />
leave in the case of the exit. You can't drop the item you're carrying, only swap it with another.<br />
<br />
== Unique/rare features ==<br />
<br />
The gimmick in this game is the vacuum weapon. Basically a 10 object stack. As mentioned above, you have suck mode and blow mode, and in either mode you can either do a normal operation, or a super operation. Normal operations are limited to one square radius around the character, whereas super operations have a maximum possible range of 10 squares.<br />
<br />
Combat in the game is not traditional. Although you can pick up a sword sometimes (it's one of the items in a pool of six from which 3 items are generated each level), the basic ways of dealing with mobs are to either suck them into the vacuum, blow another item from the vacuum to kill them like a ranged attack or lure them into lava.<br />
<br />
On each level there is a locked broom cupboard containing Independent Entity Princess Spacealina Broom who needs to be rescued. You can only rescue<br />
Broom by sucking him (sic) into the vacuum before you leave the level. On the last level there is additionally a Golden Tziken to rescue. This kind of rescuing idea is taken from Spelunky.<br />
<br />
Unlocking the exit on level 10 and stepping through is a "normal win". Doing that plus rescuing the Golden Tziken is considered a "tziken win", "tziken takeaway" or "tziken carryout" (depending on the common phrase in user's country).<br />
<br />
== Normal features ==<br />
<br />
* There are ten "dungeon" levels 80x50, each one representing a space ship you enter to salvage things. The map generation is handled by making a series of small "patches", each of which is made by drawing rectangles and circles overlapping each other and then sometimes randomly 1 or 2-way mirroring the result. These patches are then placed in the centre of the map and pushed out radially. When a patch doesn't overlap anything else it is "stamped down". This results in levels that are guaranteed to be navigable, although sometimes a diagonal move is required.<br />
* The graphics are a set of 40 16x16 sprites. There's no animation. <br />
* The text in the game is the same font used in The Hobbit for the ZX Spectrum by Melbourne House. It is slightly unusual in being 8 pixels tall by 6 wide. It was made to fit more text onto the screen on small resolution screens.<br />
* There are 20 mobs per level of random types from (skeleton, kobby bomber, cake golem, gelatinous cube, imp and bat).<br />
* There is always on a level: locked exit, locked broom cupboard, rabbit gate, 2 keys, 5 gems, 10 gold bars and 3 "special" items, such as sword, medpack, shield etc.<br />
* On level 10 there is a locked chest containing the Golden Tziken.<br />
* Some mobs can transform under some circumstances<br />
* After 100 turns extra space rabbits start to randomly gate in one at a time from the rabbit gate. (2% chance per turn).<br />
* [[FOV]] is c++ code for [[recursive shadowcasting]] taken from this site<br />
* There is fairly simple coloured lighting, both a circular torch the player starts with and can turn on and off and randomly-placed lights round the walls that emit a broadly semi-circular light.<br />
* A primitive stealth mechanic results from use of these lights: if the player is in total darkness he will not be noticed by mobs, although once they have seen him they will be able to find him for ever.<br />
* There are a small number of items with specific uses, e.g. a sword you can kill mobs with by bumping into them when carrying it (limited to five uses to stop it being overpowered) and batteries which give you 5 steam instantly (basically full "mana" to enable almost back to back super vacuum use (using the battery itself takes one turn)).<br />
* The combat is pretty simple. The player can deal with mobs by sucking them into the vacuum, ranged attacking them by spitting a vacuum-held object at them, luring them into lava or killing them with the sword. Mobs all have 1 hit point while the player has 10.<br />
<br />
== Unimplemented Features ==<br />
<br />
A number of planned features were unable to be written in time for the 7DRL challenge, these include:<br />
<br />
* Mobs and items in the vacuum chamber were planned to interact with each other: mobs would fight, use items and so on. Without this feature the stopwatch ("stasis device") is useless.<br />
<br />
* Kobby bombers were supposed to throw their bombs about; they would count down from 5 to 1 then explode. It was going to be both an additional hazard for the player and another way of killing mobs especially since bombs could be sucked up in the vacuum and fired out like RPGs.<br />
<br />
* Mobs were supposed to interact with items on the main map too: rabbits would pick up batteries and become shielded, visually changing and unable to be damaged by firing objects at them. This is similar to the mechanic that did get implemented: skeletons being transformed by lava into fire skeletons that look different and deal double damage.<br />
<br />
== Versions and platforms ==<br />
<br />
Sucker is written in [[C++]] with the [[SDL]] library (2.0.1). A binary is provided for Windows only. Source code is available on github at [https://github.com/graspee/SDL-sprite-based-roguelike/tree/Sucker]<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2014/03/sucker-7drl-version.zip Game binary download]<br />
You need to have installed the Microsoft Visual Studio 2013 redistributable. (x86 version I assume but try 64 bit if it doesn't work still). Most modern game players have this installed anyway as most steam games install it.</div>Graspeehttp://roguebasin.com/index.php?title=Sucker&diff=37758Sucker2014-03-18T05:23:45Z<p>Graspee: </p>
<hr />
<div>{{game-7drl| name = Sucker<br />
|developer = [[graspee]]<br />
|theme = Sucking and spitting<br />
|influences = Kirby series, Spelunky<br />
|released = 2013<br />
|updated = 2013 (7drl)<br />
|language = [[Cpp|C++]]<br />
|platforms = SDL so lots but only Win built<br />
|genre = SF&F<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = Keyboard, most keys redefinable in menu<br />
|length = 1 hour for win<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/OCkVGCc.png<br />
<br />
== About ==<br />
<br />
Splitter is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2013 event.<br />
<br />
== Instructions copied from in-game screen ==<br />
<br />
You are Pango Pango, an employee of the Happillama Realtech corporation. Your job is to investigate<br />
seemingly-abandoned space vessels and bring back valuable treasure. In order to do your job you have<br />
been given a state-of-the-art vacuum device which sucks up and shrinks down matter, living or dead.<br />
<br />
The device normally keeps items in stasis to prevent them going off, exploding or fighting each other<br />
but your device has always been less than 100% functional and so will only achieve stasis if you use<br />
a stasis device you may find on your travels.<br />
<br />
The device has two modes: suck and blow. The device consumes steam to operate. The steam will build up<br />
over time, one unit at a time, to a maximum of 5 units. Normal sucking or blowing uses one unit of<br />
steam, but you can also use super mode which is more powerful but needs and consumes all 5 units of steam.<br />
<br />
A normal suck will suck in a monster or item on one of the 8 squares around you. If there's more than one<br />
target then a selector will show you which are valid directions and you can press a direction to confirm.<br />
In super mode, sucking will be able to suck an item or monster right across the room and into your weapon.<br />
Some things are too big to fit in the chamber of your vacuum, but you can still suck them towards you.<br />
<br />
Blowing will blow the topmost item out of your vacuum. In normal mode this will deposit the item onto one<br />
of the 8 squares around you. In super mode the item will shoot out across the room and can even damage<br />
mobs that are in the way. Do note though, that you can't fire an item at a mob that is right next to you<br />
as there would be no room.<br />
<br />
Sucking, blowing and changing the toggle switch from suck to blow or vice versa all use up one turn.<br />
To pick up an item just bump into it. If you are already carrying an item it will be swapped.<br />
Some things you will find are locked, e.g. the exit or the broom cupboard (Please rescue broom!)<br />
To unlock something, simply be carrying a key and bump into it, then bump into it again to open it or<br />
leave in the case of the exit. You can't drop the item you're carrying, only swap it with another.<br />
<br />
== Unique/rare features ==<br />
<br />
The gimmick in this game is the vacuum weapon. Basically a 10 object stack. As mentioned above, you have suck mode and blow mode, and in either mode you can either do a normal operation, or a super operation. Normal operations are limited to one square radius around the character, whereas super operations have a maximum possible range of 10 squares.<br />
<br />
Combat in the game is not traditional. Although you can pick up a sword sometimes (it's one of the items in a pool of six from which 3 items are generated each level), the basic ways of dealing with mobs are to either suck them into the vacuum, blow another item from the vacuum to kill them like a ranged attack or lure them into lava.<br />
<br />
On each level there is a locked broom cupboard containing Independent Entity Princess Spacealina Broom who needs to be rescued. You can only rescue<br />
Broom by sucking him (sic) into the vacuum before you leave the level. On the last level there is additionally a Golden Tziken to rescue. This kind of rescuing idea is taken from Spelunky.<br />
<br />
Unlocking the exit on level 10 and stepping through is a "normal win". Doing that plus rescuing the Golden Tziken is considered a "tziken win", "tziken takeaway" or "tziken carryout" (depending on the common phrase in user's country).<br />
<br />
== Normal features ==<br />
<br />
* There are ten "dungeon" levels 80x50, each one representing a space ship you enter to salvage things. The map generation is handled by making a series of small "patches", each of which is made by drawing rectangles and circles overlapping each other and then sometimes randomly 1 or 2-way mirroring the result. These patches are then placed in the centre of the map and pushed out radially. When a patch doesn't overlap anything else it is "stamped down". This results in levels that are guaranteed to be navigable, although sometimes a diagonal move is required.<br />
* The graphics are a set of 40 16x16 sprites. There's no animation. <br />
* The text in the game is the same font used in The Hobbit for the ZX Spectrum by Melbourne House. It is slightly unusual in being 8 pixels tall by 6 wide. It was made to fit more text onto the screen on small resolution screens.<br />
* There are 20 mobs per level of random types from (skeleton, kobby bomber, cake golem, gelatinous cube, imp and bat).<br />
* There is always on a level: locked exit, locked broom cupboard, rabbit gate, 2 keys, 5 gems, 10 gold bars and 3 "special" items, such as sword, medpack, shield etc.<br />
* On level 10 there is a locked chest containing the Golden Tziken.<br />
* Some mobs can transform under some circumstances<br />
* After 100 turns extra space rabbits start to randomly gate in one at a time from the rabbit gate. (2% chance per turn).<br />
* [[FOV]] is c++ code for [[recursive shadowcasting]] taken from this site<br />
* There is fairly simple coloured lighting, both a circular torch the player starts with and can turn on and off and randomly-placed lights round the walls that emit a broadly semi-circular light.<br />
* A primitive stealth mechanic results from use of these lights: if the player is in total darkness he will not be noticed by mobs, although once they have seen him they will be able to find him for ever.<br />
* There are a small number of items with specific uses, e.g. a sword you can kill mobs with by bumping into them when carrying it (limited to five uses to stop it being overpowered) and batteries which give you 5 steam instantly (basically full "mana" to enable almost back to back super vacuum use (using the battery itself takes one turn)).<br />
* The combat is pretty simple. The player can deal with mobs by sucking them into the vacuum, ranged attacking them by spitting a vacuum-held object at them, luring them into lava or killing them with the sword.<br />
<br />
== Versions and platforms ==<br />
<br />
Sucker is written in [[C++]] with the [[SDL]] library (2.0.1). A binary is provided for Windows only. Source code is available on github at [https://github.com/graspee/SDL-sprite-based-roguelike/tree/Sucker]<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2014/03/sucker-7drl-version.zip Game binary download]<br />
You need to have installed the Microsoft Visual Studio 2013 redistributable. (x86 version I assume but try 64 bit if it doesn't work still). Most modern game players have this installed anyway as most steam games install it.</div>Graspeehttp://roguebasin.com/index.php?title=Sucker&diff=37757Sucker2014-03-18T05:13:11Z<p>Graspee: Created page with "{{game-7drl| name = Sucker |developer = graspee |theme = Sucking and spitting |influences = Kirby series, Spelunky |released = 2013 |updated = 2013 (7drl) |language = [[Cp..."</p>
<hr />
<div>{{game-7drl| name = Sucker<br />
|developer = [[graspee]]<br />
|theme = Sucking and spitting<br />
|influences = Kirby series, Spelunky<br />
|released = 2013<br />
|updated = 2013 (7drl)<br />
|language = [[Cpp|C++]]<br />
|platforms = SDL so lots but only Win built<br />
|genre = SF&F<br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = sprites, Keyboard<br />
|length = 1 hour for win<br />
}}<br />
<br />
== Screenshot ==<br />
<br />
http://i.imgur.com/OCkVGCc.png<br />
<br />
== About ==<br />
<br />
Splitter is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2013 event.<br />
<br />
== Instructions copied from in-game screen ==<br />
<br />
You are Pango Pango, an employee of the Happillama Realtech corporation. Your job is to investigate<br />
seemingly-abandoned space vessels and bring back valuable treasure. In order to do your job you have<br />
been given a state-of-the-art vacuum device which sucks up and shrinks down matter, living or dead.<br />
<br />
The device normally keeps items in stasis to prevent them going off, exploding or fighting each other<br />
but your device has always been less than 100% functional and so will only achieve stasis if you use<br />
a stasis device you may find on your travels.<br />
<br />
The device has two modes: suck and blow. The device consumes steam to operate. The steam will build up<br />
over time, one unit at a time, to a maximum of 5 units. Normal sucking or blowing uses one unit of<br />
steam, but you can also use super mode which is more powerful but needs and consumes all 5 units of steam.<br />
<br />
A normal suck will suck in a monster or item on one of the 8 squares around you. If there's more than one<br />
target then a selector will show you which are valid directions and you can press a direction to confirm.<br />
In super mode, sucking will be able to suck an item or monster right across the room and into your weapon.<br />
Some things are too big to fit in the chamber of your vacuum, but you can still suck them towards you.<br />
<br />
Blowing will blow the topmost item out of your vacuum. In normal mode this will deposit the item onto one<br />
of the 8 squares around you. In super mode the item will shoot out across the room and can even damage<br />
mobs that are in the way. Do note though, that you can't fire an item at a mob that is right next to you<br />
as there would be no room.<br />
<br />
Sucking, blowing and changing the toggle switch from suck to blow or vice versa all use up one turn.<br />
To pick up an item just bump into it. If you are already carrying an item it will be swapped.<br />
Some things you will find are locked, e.g. the exit or the broom cupboard (Please rescue broom!)<br />
To unlock something, simply be carrying a key and bump into it, then bump into it again to open it or<br />
leave in the case of the exit. You can't drop the item you're carrying, only swap it with another.<br />
<br />
== Unique/rare features ==<br />
<br />
The gimmick in this game is the vacuum weapon. Basically a 10 object stack. As mentioned above, you have suck mode and blow mode, and in either mode you can either do a normal operation, or a super operation. Normal operations are limited to one square radius around the character, whereas super operations have a maximum possible range of 10 squares.<br />
<br />
Combat in the game is not traditional. Although you can pick up a sword sometimes (it's one of the items in a pool of six from which 3 items are generated each level), the basic ways of dealing with mobs are to either suck them into the vacuum, blow another item from the vacuum to kill them like a ranged attack or lure them into lava.<br />
<br />
On each level there is a locked broom cupboard containing Independent Entity Princess Spacealina Broom who needs to be rescued. You can only rescue<br />
Broom by sucking him (sic) into the vacuum before you leave the level. On the last level there is additionally a Golden Tziken to rescue. This kind of rescuing idea is taken from Spelunky.<br />
<br />
== Normal features ==<br />
<br />
* There are ten "dungeon" levels 80x50, each one representing a space ship you enter to salvage things. The map generation is handled by making a series of small "patches", each of which is made by drawing rectangles and circles overlapping each other and then sometimes randomly 1 or 2-way mirroring the result. These patches are then placed in the centre of the map and pushed out radially. When a patch doesn't overlap anything else it is "stamped down". This results in levels that are guaranteed to be navigable, although sometimes a diagonal move is required.<br />
* The graphics are a set of 40 16x16 sprites. There's no animation. <br />
* The text in the game is the same font used in The Hobbit for the ZX Spectrum by Melbourne House. It is slightly unusual in being 8 pixels tall by 6 wide. It was made to fit more text onto the screen on small resolution screens.<br />
* There are 20 mobs per level of random types from (skeleton, kobby bomber, cake golem, gelatinous cube, imp and bat).<br />
* There is always on a level: locked exit, locked broom cupboard, rabbit gate, 2 keys, 5 gems, 10 gold bars and 3 "special" items, such as sword, medpack, shield etc.<br />
* On level 10 there is a locked chest containing the Golden Tziken.<br />
* Some mobs can transform under some circumstances<br />
* After 100 turns extra space rabbits start to randomly gate in one at a time from the rabbit gate. (2% chance per turn).<br />
* [[FOV]] is c++ code for [[recursive shadowcasting]] taken from this site<br />
* There is fairly simple coloured lighting, both a circular torch the player starts with and can turn on and off and randomly-placed lights round the walls that emit a broadly semi-circular light.<br />
* A primitive stealth mechanic results from use of these lights: if the player is in total darkness he will not be noticed by mobs, although once they have seen him they will be able to find him for ever.<br />
* There are a small number of items with specific uses, e.g. a sword you can kill mobs with by bumping into them when carrying it (limited to five uses to stop it being overpowered) and batteries which give you 5 steam instantly (basically full "mana" to enable almost back to back super vacuum use (using the battery itself takes one turn)).<br />
* The combat is pretty simple. The player can deal with mobs by sucking them into the vacuum, ranged attacking them by spitting a vacuum-held object at them, luring them into lava or killing them with the sword.<br />
<br />
== Versions and platforms ==<br />
<br />
Sucker is written in [[C++]] with the [[SDL]] library (2.0.1). A binary is provided for Windows only. Source code is available on github at [https://github.com/graspee/SDL-sprite-based-roguelike/tree/Sucker]<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2014/03/sucker-7drl-version.zip Game binary download]<br />
You need to have installed the Microsoft Visual Studio 2013 redistributable. (x86 version I assume but try 64 bit if it doesn't work still). Most modern game players have this installed anyway as most steam games install it.</div>Graspeehttp://roguebasin.com/index.php?title=Cult:_Awakening_Of_The_Old_Ones&diff=37363Cult: Awakening Of The Old Ones2014-02-17T20:36:13Z<p>Graspee: updated page to reflect dead status of project ~~~~</p>
<hr />
<div>{{game-alpha| name = Cult: Awakening Of The Old Ones<br />
|developer = David Hagar <br />
|theme = Fantasy, Lovecraftian, Freeform, Procedurally-generated world<br />
|influences = Dwarf Fortress, Darklands, Elder Scrolls, many more<br />
|released = Tentative 2013<br />
|updated = 29/6/2012 - .31 Alpha<br />
|licensing = Commercial<br />
|language = Python<br />
|platforms = Windows, Porting tentative for Mac and Linux<br />
|interface = Mouse-based, keyboard<br />
|length = Unknown<br />
|site = http://cultrl.wordpress.com/<br />
}}<br />
== What is Cult? ==<br />
Cult is an open-ended role-playing game set in a user-generated world with a strong focus on storytelling, exploration, and environmental interaction.It is about exploring a richly fleshed-out fantasy world unique from any other, with procedurally generated stories, myths, legends, civilizations, creatures, gods, and - well, basically everything! Cult is one part role playing game and one part experiment into the possible depth of procedural generation.<br />
==== Objectives ====<br />
<br />
*Custom-tailor the life story and personality of your adventurer, or let the game randomly create it for you.<br />
*Explore dungeons and hunt for loot, artifacts, and powerful spells in traditional roguelike fashion.<br />
*Build a house, a castle, or even a city. For larger projects, you'll need to hire companions (or convert minions).<br />
*Craft everything from weapons and armor to furniture and food. Use it to outfit your personal entourage or army, or trade it away for riches.<br />
*Establish yourself as a local power. Eventually, you could become a political player, the leader of a powerful religious sect, or even a king.<br />
*Wander the world and discover civilizations with vastly different cultures, governments, and traditions. Hunt or tame fantastical creatures that are nothing like anything you've ever seen on Earth!<br />
*Revive banished gods from their hiding places within ancient ruins and harness their forbidden power for your own purposes.<br />
<br />
===Updated Status===<br />
<br />
Cult is no longer being developed by the author and the official homepage is no longer there.</div>Graspeehttp://roguebasin.com/index.php?title=Splitter&diff=37068Splitter2014-01-03T09:14:46Z<p>Graspee: /* Game related links */</p>
<hr />
<div>{{game-7drl| name = Splitter<br />
|developer = [[graspee]]<br />
|theme = fight & descend<br />
|influences = final fantasy playthrough (see main text)<br />
|released = 2013<br />
|updated = 2013 (7drl)<br />
|language = [[Cpp|C++]]<br />
|platforms = Windows<br />
|genre = <br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = ASCII flavour tiles, Keyboard, Mouse<br />
|length = mere minutes unless you are lucky<br />
}}<br />
<br />
== About ==<br />
<br />
Splitter is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2013 event.<br />
<br />
During a fight with an evil lich you had a spell cast on you that split your body into two. Confusingly you became one mind in control of two bodies. The lich cackled (they do that a lot) and teleported each of your bodies to a separate location. You explore these two locations simultaneously and swear to revenge yourself upon the evil lich.<br />
<br />
== Unique/rare features ==<br />
<br />
* The gimmick in this game is that it presents you with two roguelike games, one on either side of the screen. The controls are linked so when you go up, down, left or right, both characters attempt to do this; When you try to pick something up, both characters try to at the same time.<br />
<br />
* This feature was inspired by a certain youtube playthrough of Final Fantasy V and VI in which the player linked their controls so one joypad controlled both virtual SNES systems at the same time. The video can be seen here: [[http://www.youtube.com/watch?feature=player_embedded&v=iEn0yjEKnWA]]<br />
== Normal features ==<br />
<br />
* The graphics are provided by a custom 256-character font I call Amstrad437. It is basically the old Amstrad CPC font with the foreign characters taken out and then characters moved into places they appear in codepage 437 instead of where Amstrad put them. The extra characters available because of the deletion of the foreign, accented characters are filled with the most graphically interesting CP437 characters that were not already in the Amstrad font.<br />
* 11 dungeon levels, 90x90, [[BSP]]-generated with my own algorithm.<br />
* There are 50 items and 50 monsters per level<br />
* When you have killed 40 monsters you will have enough xp to level up and can choose to make two increases to your stats.<br />
* [[FOV]] is taken from the [[libtcod]] library (circular [[raycasting]]).<br />
* There is pretend torchlight, implemented by taking distance from player and fading the colour of the tiles towards black as distance increases.<br />
* 3 different monsters on the first two levels, then 3 new monsters for levels 3-11. Monsters scale to dungeon level and have the same stats as the player. Monsters are generated by randomly putting points into stats, then at the end putting the highest score in the monsters "favourite" stat, and the second largest in his "second favourite". E.g. an Orc's favourite stat is strength, followed by constitution.<br />
* Procedurally-generated loot with differing names in different qualities, scaled to depth it is found on. Equipment is auto-equipped when picked up and cannot be un-equipped or dropped. There is no check to see if an equipment slot is filled, so the player can wear 14 pairs of gloves.<br />
* For combat players and monsters use the same stats and the same algorithms. E.g. having a certain number of str points above the average for the level gives a damage bonus, whether you are a player or a monster.<br />
<br />
== Versions and platforms ==<br />
<br />
Splitter is written in [[C++]] with the [[SDL]] library (1.2). A binary is provided for Windows only. Source code is not available at this time.<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2013/03/Splitter-bugfix2-7DRL2013-by-graspee.rar Game binary download]</div>Graspeehttp://roguebasin.com/index.php?title=Talk:FOV_using_recursive_shadowcasting_-_improved&diff=35960Talk:FOV using recursive shadowcasting - improved2013-08-02T02:57:09Z<p>Graspee: </p>
<hr />
<div>Implementation Details?<br />
<br />
I have a query about the format of this article. I've just implemented this algorithm in my own RL (albeit using Delphi, not FreePascal, though syntacticaly they're pretty much identical) and I'd like to add a section with some additional notes on implementation and the gotchas (minor though) I'd encountered, but I'm not sure of the formatting I should use. Anyone got any thoughts?<br />
<br />
[[User:Perdura|Perdura]] 18:35, 6 May 2008 (CEST)<br />
<br />
<br />
Elegant?<br />
<br />
It's weird how this is supposed to be rewriting the code to be elegant and yet it has tons of duplicated code for the 8 quadrants.<br />
<br />
[[User:Graspee|Graspee]] 2 aug 2013</div>Graspeehttp://roguebasin.com/index.php?title=Splitter&diff=31720Splitter2013-03-18T13:58:34Z<p>Graspee: </p>
<hr />
<div>{{game-7drl| name = Splitter<br />
|developer = [[graspee]]<br />
|theme = fight & descend<br />
|influences = final fantasy playthrough (see main text)<br />
|released = 2013<br />
|updated = 2013 (7drl)<br />
|language = [[Cpp|C++]]<br />
|platforms = Windows<br />
|genre = <br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = ASCII flavour tiles, Keyboard, Mouse<br />
|length = mere minutes unless you are lucky<br />
}}<br />
<br />
== About ==<br />
<br />
Splitter is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2013 event.<br />
<br />
During a fight with an evil lich you had a spell cast on you that split your body into two. Confusingly you became one mind in control of two bodies. The lich cackled (they do that a lot) and teleported each of your bodies to a separate location. You explore these two locations simultaneously and swear to revenge yourself upon the evil lich.<br />
<br />
== Unique/rare features ==<br />
<br />
* The gimmick in this game is that it presents you with two roguelike games, one on either side of the screen. The controls are linked so when you go up, down, left or right, both characters attempt to do this; When you try to pick something up, both characters try to at the same time.<br />
<br />
* This feature was inspired by a certain youtube playthrough of Final Fantasy V and VI in which the player linked their controls so one joypad controlled both virtual SNES systems at the same time. The video can be seen here: [[http://www.youtube.com/watch?feature=player_embedded&v=iEn0yjEKnWA]]<br />
== Normal features ==<br />
<br />
* The graphics are provided by a custom 256-character font I call Amstrad437. It is basically the old Amstrad CPC font with the foreign characters taken out and then characters moved into places they appear in codepage 437 instead of where Amstrad put them. The extra characters available because of the deletion of the foreign, accented characters are filled with the most graphically interesting CP437 characters that were not already in the Amstrad font.<br />
* 11 dungeon levels, 90x90, [[BSP]]-generated with my own algorithm.<br />
* There are 50 items and 50 monsters per level<br />
* When you have killed 40 monsters you will have enough xp to level up and can choose to make two increases to your stats.<br />
* [[FOV]] is taken from the [[libtcod]] library (circular [[raycasting]]).<br />
* There is pretend torchlight, implemented by taking distance from player and fading the colour of the tiles towards black as distance increases.<br />
* 3 different monsters on the first two levels, then 3 new monsters for levels 3-11. Monsters scale to dungeon level and have the same stats as the player. Monsters are generated by randomly putting points into stats, then at the end putting the highest score in the monsters "favourite" stat, and the second largest in his "second favourite". E.g. an Orc's favourite stat is strength, followed by constitution.<br />
* Procedurally-generated loot with differing names in different qualities, scaled to depth it is found on. Equipment is auto-equipped when picked up and cannot be un-equipped or dropped. There is no check to see if an equipment slot is filled, so the player can wear 14 pairs of gloves.<br />
* For combat players and monsters use the same stats and the same algorithms. E.g. having a certain number of str points above the average for the level gives a damage bonus, whether you are a player or a monster.<br />
<br />
== Versions and platforms ==<br />
<br />
Splitter is written in [[C++]] with the [[SDL]] library (1.2). A binary is provided for Windows only. Source code is not available at this time.<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2013/03/Splitter-7DRL2013-by-graspee-bugfix-1<br />
.zip Game binary download]</div>Graspeehttp://roguebasin.com/index.php?title=Splitter&diff=31719Splitter2013-03-18T13:53:12Z<p>Graspee: Splitter by graspe 7DRL 2013</p>
<hr />
<div>{{game-7drl| name = Splitter<br />
|developer = [[graspee]]<br />
|theme = fight & descend<br />
|influences = Ultima V<br />
|released = 2013<br />
|updated = 2013 (7drl)<br />
|language = [[Cpp|C++]]<br />
|platforms = Windows<br />
|genre = <br />
|site = http://pangoempire.wordpress.com<br />
|licensing = some kind of free<br />
|interface = ASCII flavour tiles, Keyboard, Mouse<br />
|length = mere minutes unless you are lucky<br />
}}<br />
<br />
== About ==<br />
<br />
Splitter is a 7 day roguelike game created in a 168-hour window as part of the 7DRL 2013 event.<br />
<br />
During a fight with an evil lich you had a spell cast on you that split your body into two. Confusingly you became one mind in control of two bodies. The lich cackled (they do that a lot) and teleported each of your bodies to a separate location. You explore these two locations simultaneously and swear to revenge yourself upon the evil lich.<br />
<br />
== Unique/rare features ==<br />
<br />
* The gimmick in this game is that it presents you with two roguelike games, one on either side of the screen. The controls are linked so when you go up, down, left or right, both characters attempt to do this; When you try to pick something up, both characters try to at the same time.<br />
<br />
== Normal features ==<br />
<br />
* The graphics are provided by a custom 256-character font I call Amstrad437. It is basically the old Amstrad CPC font with the foreign characters taken out and then characters moved into places they appear in codepage 437 instead of where Amstrad put them. The extra characters available because of the deletion of the foreign, accented characters are filled with the most graphically interesting CP437 characters that were not already in the Amstrad font.<br />
* 11 dungeon levels, 90x90, [[BSP]]-generated with my own algorithm.<br />
* There are 50 items and 50 monsters per level<br />
* When you have killed 40 monsters you will have enough xp to level up and can choose to make two increases to your stats.<br />
* [[FOV]] is taken from the [[libtcod]] library (circular [[raycasting]]).<br />
* There is pretend torchlight, implemented by taking distance from player and fading the colour of the tiles towards black as distance increases.<br />
* 3 different monsters on the first two levels, then 3 new monsters for levels 3-11. Monsters scale to dungeon level and have the same stats as the player. Monsters are generated by randomly putting points into stats, then at the end putting the highest score in the monsters "favourite" stat, and the second largest in his "second favourite". E.g. an Orc's favourite stat is strength, followed by constitution.<br />
* Procedurally-generated loot with differing names in different qualities, scaled to depth it is found on. Equipment is auto-equipped when picked up and cannot be un-equipped or dropped. There is no check to see if an equipment slot is filled, so the player can wear 14 pairs of gloves.<br />
* For combat players and monsters use the same stats and the same algorithms. E.g. having a certain number of str points above the average for the level gives a damage bonus, whether you are a player or a monster.<br />
<br />
== Versions and platforms ==<br />
<br />
Splitter is written in [[C++]] with the [[SDL]] library (1.2). A binary is provided for Windows only. Source code is not available at this time.<br />
<br />
== Game related links ==<br />
<br />
* [http://7drl.org/wp-content/uploads/2013/03/Splitter-7DRL2013-by-graspee-bugfix-1<br />
.zip Game binary download]</div>Graspee