7DRL Post-mortem
26/Mar 2016
Okay so I failed at the 7DRL challenge… In fact its been a while since I posted anything here. I’ve basically been coming up for air after a rather crazy week at work. Around day 4 of the challenge we ran into some serious issues with the user study we were running to validate some of the algorithms we developed in Ankura. Consequently, I spent the next week or so working 20-hour days in a desperate attempt to get this paper submitted. I wish I was exaggerating the length of those workdays…
Anyways, I feel like I’ve finally come up for air. I started livecoding again this week, and I’ve actually made small amount of progress. First and foremost, I split off the core package into its own repository available here: https://gitlab.com/rauko1753/gorl. This repository is broken down into a few subpackages as the original core package had an absurd number of exported identifiers. Splitting the roguelike library into its own repository also means you don’t have to clone stones just to get access to the more generalized roguelike functionality, so in future 7DRL attempts, I’ll not be importing anything Stones related.
Going forward, I think I want to use what I’ve learned during the 7DRL challenge to actually start writing the game. I’ve implemented the basic outline of melee combat. Currently the creatures you encounter in the game world are just immobile punching bags. My next course of action is to get a super simple AI for these creatures hooked up.