A Non-Stray 7DRL (That Failed)

2024-04-14

I wrote about A Stray 7drl last year, and this year I finally remembered to participate in the annual 7DRL event. Although I failed to submit a working copy due to my terrible project management skills, I do feel that I've completed a lot, thanks to the time-constraint event.

The ideas of my attempt this year is here. I actually had not even started to programming anything listed on that post. All my time was spent on developing yet another Roguelike engine. Maybe I can reuse the code next year. I do plan developing my personal life-long-ish project on it, so each following year's 7DRL might be an architectural test on the engine for me.

By the way, I threw away all the old code described in A Stray 7drl, because I felt that it was faster than recovering my memory on what I've done before.

So here is a list of what I've completed:

The game itself is still a vaporware and these architectural decisions are still subject to change. I'm doing quite a lot research recently, for example I watched Bob Nystrom: Is There More to Game Architecture than ECS(Nystrom 2018) and Brian Bucklew: Data-Driven Engines of Qud and Sproggiwood(Bucklew 2015), and think heavily about these important decisions.

The big take-away from A Stray 7drl is that I should have regular updates on the project within a period of time. Otherwise I quickly got lost when I restart working on that, and would rather restart from scratch. So I'm planning on writing about it regularly, and once the game is feature-rich enough I'd also post on Sharing Saturday thread of the roguelikedev subreddit.

Reference

Bucklew, Brian. 2015. “Data-Driven Engines of Qud and Sproggiwood.” The International Roguelike Developers Conference. May 30, 2015. https://www.youtube.com/watch?v=U03XXzcThGU.
Nystrom, Bob. 2018. “Is There More to Game Architecture than Ecs.” Roguelike Celebration. October 6, 2018. https://www.youtube.com/watch?v=JxI3Eu5DPwE.