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Monthly Archives: March 2018

2018 7DRL Postmortem, Part 4: Finishing Touches

Picking up where we left off at the end of Part 3, an in-depth look at the map generation and content work… The Last Minute With all my planned balance time eaten up by adding content, there wasn’t much left for… “proper” balance. There was nowhere near enough time to do all the math required, […]

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2018 7DRL Postmortem, Part 3: Spending Too Long on Map Generation and Content

Picking up where we left off at the end of Part 2, about the early days working on the core interface and mechanics… Map Generation I spent an entire day just working on map generation. At the end of that day my desk looked like this: All the maps use my tunneling algorithm from Cogmind, […]

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2018 7DRL Postmortem, Part 2: First Days with UI, Aesthetics, and Mechanics

Picking up where we left off at the end of Part 1, which covered pre-7DRL preparation… UI, It Begins The first stretch of 7DRL week was an exercise in chopping up and reconstructing an existing UI in the most efficient way possible. UI-first would be the best approach, since that would enable me to work […]

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2018 7DRL Postmortem, Part 1: Preparation

March 4~11… what a crazy, crazy week. It wasn’t as bad as I thought it might be based on my first experience back in 2012 (this time I actually slept a good 7~8 hours each night!), likely because I’m a lot more knowledgeable than I was back then, and have lots more tools at my […]

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POLYBOT-7, a 2018 7DRL

Back in 2012 I made a 7DRL by stripping down X@COM to create the original Cogmind prototype. Now, six years later, I’ve ripped Cogmind apart and put it back together as something else for yet another 7DRL :) I’ve always wanted to build more roguelikes, and the annual 7DRL challenge is a great opportunity to […]

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