7DRL 2012 - Escape from the Vault

And other EUO offshoot projects!
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eggmceye
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7DRL 2012 - Escape from the Vault

Post by eggmceye »

It's done

http://escapefromthevault.com/


UPDATE
If you downloaded the archive within the first 24 hrs you probably have the sleep of death pill - and you may like to download an updated file to make your game not lock up!
http://escapefromthevault.com/pills.lua
i) right click that, save as
ii) save it into the scripts directory where you unzipped scape from the vault
iii) overwrite the existing pills.lua - if there was no pills.lua you are saving in the wrong place

New downloaders of the game won't have this problem.


screenshots
ss1.png
ss2.png
ss3.png
ss4.png
ss5.png
ss6.png
ss7.png
Sup guys, wish me luck!

My rec.games.roguelike.development post
This is my first foray into 7DRL.

I'll be making a post-apocalyptic RL using some ideas that have been stewing in my head for a while and the engine that powers EUO (http://euotopia.com). I have a massive head start in the programming dept since this is a fully finished & polished & mature game engine that I've been working on over the last 13 years and thus know inside out.

However to make life difficult I will be trying to use absolutely nothing as far as existing content goes.

This game will be:
- turn based
- single player
- permanent death
- procedurally generated levels

What I will be editing/creating to make the game:
- LUA (the engine has a scripting engine)
- spreadsheets, data and cfg files
- all new graphics & sound
- I will avoid as much as possible writing anything in C++ to mod the engine core, unless necessary

I'm starting Sun 11th Mar 12:30pm Sydney time, ending 12:30 Mar 18 Sydney time (GMT+11)
I will be posting my updates here. I really hope not to make a fool of myself since I have such a massive head start! Wish me luck guys and please don't post any ideas because, as much as I love them, this is a contest and I need to do this myself!
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Last edited by eggmceye on Sat Aug 10, 2019 9:32 pm, edited 1 time in total.
Reason: fixed screenshots
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Re: 7DRL 2012 - Escape from the Vault

Post by eggmceye »

It's the year 2199 and it's many years since the human race has fully destroyed itself with nuclear weapons, famine, biological warfare and bad karma.

You wake in your test chamber, at the bottom of a fallout vault. After years of imprisonment you are finally free. But how long have you been down here? Where are your tormentors? What are you going to do now?

Escape of course!

Your goal:
escape from the vault, return to the surface, and then, depending on the race you choose to play:

mutant: find the hidden mutant colony
alien: rendezvous the mothership and get off this rotten planet
robot: return to the factory where you were created, to find your creator!


discover your destiny at the military base :o (I'll do the original endings later)
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Re: 7DRL 2012 - Escape from the Vault

Post by eggmceye »

oh god just gutting euo is a tragic amount of work :knife:
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Re: 7DRL 2012 - Escape from the Vault

Post by Devlin »

good luck, I know a few devs that are doing 7DRL..
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Re: 7DRL 2012 - Escape from the Vault

Post by eggmceye »

It's been 24hrs.

Have spent most of that time just gutting scripts and spreadsheets. Have also been putting together the new apocalyptic tilesheets and reusing some old EAO tiles I made in 2007. I think my promise of 'all new gfx and sound' is looking a little shakey. This is really tedious stuff.
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Re: 7DRL 2012 - Escape from the Vault

Post by eggmceye »

end of day 1.5 (ie bedtime halfway thru day 2)

* Wrote a new random dungeon generator but it feels underwhelming - may use it in conjunction with euo's c++ one
* Adapted the weekly pd continent generator to make a post apocalyptic continent, but it's probably going to get more work time permitting
* Going to try and have the following map themes:
-- fallout vault (a roomed dungeon) ... done, sans decorations
-- sewers
-- cave ... done (just tweaking euo's)
-- abandonded subway
-- continent ... mostly done
-- bombed city
* I have a rough list of weapons and armour but no details on stats
* 3 races: mutant, alien and droid
* 3 classes: solider, televangelist (mage/priest) and engineer (rogue)
* unsure of the builds, abilities, approx level cap etc
* instead of potions there will be coloured pills that are randomised each play thru
* going to try and make random gen artifacts each playthru - not sure how moa engine will cope with that
* monsters - no idea, probably try and aim for 20
* am considering not using str/dex/int at all, or not having them mean anything - we are probably talking lvl 20 builds and fixed classes


It's really hard coming up with a balanced a well rounded, interesting, complete game in under 1 week ...
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Re: 7DRL 2012 - Escape from the Vault

Post by Heniek »

Good luck Egg, good too see you being a part of 7DRL contest. Do you plan any further developing/polishing it after 7drl, or you're going to just leave it as it is after contest ends?
It's always funny until someone gets hurt. Then it's just hilarious.

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Re: 7DRL 2012 - Escape from the Vault

Post by DrRude »

eggmceye wrote:end of day 1.5 (ie bedtime halfway thru day 2)

* Wrote a new random dungeon generator but it feels underwhelming - may use it in conjunction with euo's c++ one
* Adapted the weekly pd continent generator to make a post apocalyptic continent, but it's probably going to get more work time permitting
* Going to try and have the following map themes:
-- fallout vault (a roomed dungeon) ... done, sans decorations
-- sewers
-- cave ... done (just tweaking euo's)
-- abandonded subway
-- continent ... mostly done
-- bombed city
* I have a rough list of weapons and armour but no details on stats
* 3 races: mutant, alien and droid
* 3 classes: solider, televangelist (mage/priest) and engineer (rogue)
* unsure of the builds, abilities, approx level cap etc
* instead of potions there will be coloured pills that are randomised each play thru
* going to try and make random gen artifacts each playthru - not sure how moa engine will cope with that
* monsters - no idea, probably try and aim for 20
* am considering not using str/dex/int at all, or not having them mean anything - we are probably talking lvl 20 builds and fixed classes


It's really hard coming up with a balanced a well rounded, interesting, complete game in under 1 week ...
Any chance of this being available for play after it's finished and after the contest? I for one would love to play a Post Apocalyptic-style game based on the EUO engine. Sorta like Firefly with chunky graphics. ;)
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Re: 7DRL 2012 - Escape from the Vault

Post by eggmceye »

Yeh it will be available to download and play. But I'd say at this stage I may not do anything further with it after the competition ends. However there won't be anything stopping anyone else from continuing work on it. I hope ppl keep working on it. How many features can you pack into a game in 7 days? not much.
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Re: 7DRL 2012 - Escape from the Vault

Post by Aerie »

knowing you and your creativity, you can pack a lot of stuff in a ggame in 7 days. you added a lot of stuff to this game in 3 or 4 that changed it a lot.

/asskissingover
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Re: 7DRL 2012 - Escape from the Vault

Post by Magrock »

eggmceye wrote:...post-apocalyptic ... turn based... procedurally generated levels...
=awesome

engineer builds = pets (i.e. robots)?
Last edited by Magrock on Wed Mar 14, 2012 8:58 am, edited 1 time in total.
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Re: 7DRL 2012 - Escape from the Vault

Post by eggmceye »

yeh pets would be cool, everything's gunna be cool, except how little time there is to do it all in!

2 days+3hrs in:
Vault dungeon generator basically done - based on the rogue algorithim (http://kuoi.com/~kamikaze/GameDesign/ar ... ungeon.php). It needs decorations tho.

Since I'm using euo's caves and rand continent, if I make 2 more random dungeon theme generators that would 5 map themes. I'm thinking subway and city, maybe sewer.

Am a bit worried about the turn based hack: how are cooldowns going to work? I'll figure it out I hope.

There is so much to do - just writing a monster list now. I'm basically panicking. Here's the intro screen.
ss.gif
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Re: 7DRL 2012 - Escape from the Vault

Post by eggmceye »

look at these robots and aliens LAUGHING OUT LOUD LIKE A MORON
tiles.png
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Re: 7DRL 2012 - Escape from the Vault

Post by Devlin »

eggmceye wrote:look at these robots and aliens LAUGHING OUT LOUD LIKE A MORON
tiles.png
I wanna see scorpions in euo now, LAUGHING OUT LOUD LIKE A MORON.
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Re: 7DRL 2012 - Escape from the Vault

Post by Aerie »

This is looking GUD
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Re: 7DRL 2012 - Escape from the Vault

Post by eggmceye »

3 days down, 4 to go.
Having done creature tiles, as posted, have started on items. It's a slog, but fun. Trying to make a ak47 in 16x16 is hard work. Have also loosely finalised weapons and armour list.

Things to do, in order
- finish item tiles
- try and finalise map sets + generators
- then work out spawners, mob strengths and abilities
- player class builds
- loot, enchants if any
- coloured pills, randomisation of
- sound
- play testing
- hope for the best
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Re: 7DRL 2012 - Escape from the Vault

Post by Aerie »

I don't know if i'm allowed to help, and if not, then this isn't helping... think of it as............creative inspiration?

16x16
AK47.png
32x32 (hq2x)
AK47.32.png
64x64 (hq4x)
AK47.64.png
EDIT: 16 and 32 look good. the 64 looks like a gawd dawget crayola crayon or sum crap..
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Re: 7DRL 2012 - Escape from the Vault

Post by Aerie »

Showing the AK love.
AK47.InAction.png
EDIT: Meh.. you can't really tell that it's the gun. /sadface.

Overlay. (claymore changed over to the AK)
overlay.png
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Re: 7DRL 2012 - Escape from the Vault

Post by eggmceye »

it's kinda good - tho I had one done already which is less photo realistic, but your colours are better
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Re: 7DRL 2012 - Escape from the Vault

Post by Aerie »

use it if you want, idc. i saw you said it was difficult, so i dreweth one up real fast and threw it up here. it's all yours if you want it.
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