7DRL Success: The Adventurer’s Guild
I am proud to announce my first entry and success into the 7-day roguelike challenge, The Adventurer’s Guild!
Developed in Flash with ActionScript 3 (and playable in the browser, as usual) starting Saturday, March 10th at around 1:00 PM and finishing today, March 17th, at around 6:30 AM.
Taking into account how busy this week has been at work and otherwise, I am particularly happy with how many of the original plans I was able to accomplish. I will be sure to go over my thoughts and describe the process in further detail once the dust settles a bit.
In the meanwhile, I will be keeping an eye out for a few bugs that have been reported. If you are still working on your game for the challenge, get back to work, and best of luck! Otherwise, play The Adventurer’s Guild, and let me know your thoughts.
Nice entry. Bit confused as to why you’d make Remi’s whirlwind attack also damage his friends, but I guess “all who surround him” means “all who surround him”!
Great game ๐ I’ve just wrote a review of it for my roguelike website (it’s in Polish so I don’t suppose you can understand it, but maybe you would like to translate it via google translate or something – http://roguelike.phx.pl/7DRL/AdventurersGuild )
I think the game is really good, I hope you will not abandon it and try to implement the rest of the features planned, and maybe some more. I keep my fingers crossed ๐
One thing, though – I have a feeling it should be “Adventurers’ Guild” – after all, it seems that this is a guild of many adventurers, not just one ๐
@Holsety I wanted to give Remi a dwarven barbarian sort of feel, so it seemed fitting that he would damage friendly characters as well. Much of the inspiration from this game was drawn from Jagged Alliance 2, in which certain characters have special sub-optimal behavior that flavors their personality (like randomly going full auto, or vomiting when seeing a corpse).
@Irinka Thanks for the gracious review! I read it using Google Translate, as you recommended. I commented on your post with regards to the future of this concept: in short, I am interested in fleshing it out, but not for a bit, since I have a few other projects on my plate at the moment.
I went with singular “Adventurer’s” much in the same way a guild might be named “The Warrior’s Guild”, “The Mage’s Guild”, or “The Shoemaker’s Guild”; grammatically, plural works as well, but as far as guilds, clubs, etc., singular seems to be the preferred style.
I’m glad you liked my review ๐ Your other ideas seem interesting, too, and I hope to play and review some more of your projects in the future!
I’d love it if you’d add support for the vi-commands for movement, as my laptop keyboard doesn’t have a numeric keypad for diagonal movement.
mtadd, now that I’ve tackled all of the major bugs, I don’t have any plans to revisit the project for a while. That being said, all of my more fleshed out roguelikes, such as Dance of Death, are sure to have configurable keys.
The input handling system for The Adventurer’s Guild is the same as Dance of Death’s under-the-hood, which means that it has the capability for key reassignment. The tight time constraints, however, forced me to scrap the associated interface. I will be sure to add configurable keys should The Adventurer’s Guild grow directly from its current incarnation, but the project it has inspired me to create will be markedly different ;).
[…] The Adventurerโs Guild by nolithius […]