Day 2 – 7DRLC

What a day! My task was to do the level texture. Remember my characters? They won't have any detailed texture, so the level must fit to teir grade of detail ... well.

Of course I got lost in digital painting.
The first world - the mine - is some kind of colorful slobber. I concentrated so much on details and colors that I didn't recognize how similar wall and floor looked to each other. You might get really mad when you play this level too long. Also someone asked if our game plays in hell.

The next level - our lost culture - is much better. But still too detailed. The 64x64 version looks more intensive, but we're NOT going to scale this down ... although it might fit to the monsters much more.

The last texture was a fail. I don't know what happened. It was late and I was just drawing, drawing, drawing. And trying to map dungeon boxes like an outdoor level. They look more like a young girl's chalk drawings, but not like a texture. And today I remembered that our look should imitate boardgames ... and not reality.
Hopefully my items will get more minimalistic today.

The game on Friedrich side took great progress. The pathfinding was implemented and the trolls and dwarfs are jumping through the dungeon. Plus you can now place a new level card when you leave another.

Day 1 – 7DRLC

The first eight NPC/enemy-characters are: Cavity Worm, dwarf NPC, Adventurer, Monster Frog, Goblin, Cave Hyaena, Mole and of course the Troll. It was really fun to modell those minimalistic forms within a short timespan. Giving myself a small deadline for everyone, saved me from getting lost in vertex-pushing-detail-amorousness.

Day 1 Characters

Roguelike Challenge!

In the next hour or so, The Rat King will start to develop a roguelike. If you don't know what that is, look here! The main parts of a roguelike are "permadeath" (after dying you should not be able to reload the game), randomized levels and often turn-based gameplay.

We participate in the 7DRL Challenge, a contest where such a game has to be created within 7 day (168 hours). Most roguelikes use ASCII symbols for the visuals, but as we will develop our game in Unity we will have 3D graphics.

I will try to document my progress on the official 7DRL blog (nickname "ratking").  The final result of our efforts - be it a success or a fail - will be posted here, of course.