'Allo! I'm guessing that, if you're here, you most likely checked out the February event as well. If not, recap: the time limit was 72 hours, the theme was mostly focused on AI. Everyone agreed that 72 hours was pretty short, so this month we've got a week! And, of course, a new theme.
This is a 7DRL festival (not contest, since there's no winner)! That means exactly what it says on the tin- entrants have seven days to start and finish a buggy, non-optomized, incomplete roguelike. There is no barrier of quality; it's all about getting your programming juices flowing! You can enter whenever you like in the month of March. Just post when you're starting, maybe some progress reports, and let us know when you've finished! At the end of the month, I'll post a listing of all the entrants, as well as accolades.
So, without further ado, here are the festival specifics!
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Administrated By: me, biag. Post if you have any questions, or if you want to help out!
Entry Deadline: I'll be accepting entries all through the month of March. PM me a download link, or post it here (for a good file host, I recommend Mediafire)!
Theme: take a genre convention and turn it on its head, a la Yahtzee's excellent
Leveling Backwards article.
Specific Guidelines: -Post something about the rule you're subverting whenever you make your idea reveal.
-Be creative!
-Guidelines are flexible; above all, try to make something you want to make! This is a starting point.
Additional: not required, but when you put up your "Finished!" post, it would be neat if you also posted any interesting problems you came across and how you solved them. You may be as open or secretive about your development as you wish.
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Any questions? Post them here, or PM me! Any suggestions? Post them here, or PM me! Interested in signing up? Post here! Don't PM me about that one.
Tutorials, Tilesets, Libraries, Etc.The Roguelike Development Megathread has pretty much all the resources you could possibly want for this,
here.However, I know it looks a bit intimidating, so here are some of my personal favorites. Feel free to suggest your own!
Roguebasin is basically the best thing ever for roguelike devs. Pages and pages of tutorials, examples, and even unused design notes! If you haven't been there already, go now. You'll thank me for it.
Python is my language of choice, mostly because it's pretty. It can be a tad slow, but that doesn't matter much for roguelikes, unless they become massive like DF. The Python site has loads of well-written documentation.
C++ is industry-standard for pretty much anything. That site (reportedly, I don't know C++ so I've never been there) has some helpful stuff.
libtcod is my library of choice. It's designed specifically for roguelikes; its functions deal primarily with rendering to the console, handling mouse & keyboard input, and pathfinding. Basically, it takes all the tricky-but-boring stuff about programming roguelikes and does it for you.
This is a brilliant tutorial for Python and libtcod; it's perfect for complete novices and Python pros alike. I can't believe I actually used that line.
libjcsi is supposedly similar to libtcod, but in Java.
And finally,
Oryx's Graphics Set and
Open Game Art are great resources for those in need of tilesets. Remember to give credit!
Some Questions That Will Probably Become Frequently AskedCan I work as part of a team?Absolutely!
Can I put in more than one entry?As long as they're separate pieces of code, sure.
What about assets- fonts, tilesets, music, etc.? Do I have to do those in the 72 hours, too?It depends. You can use stuff you've created outside the 72 hours as long as you make it available to everyone; no cheating! If you don't want to share, then you must make it inside the time frame.
Can I reuse code from previous projects?The traditional answer is "Everything must be typed within the time frame." So, the official mantra is the Everything Must Be Typed Within The Time Frame, and you can interpret that however you want.

Some people have had the idea of using the time to add a feature to their already-existing project, and then specifying what they actually added within the time limit; this is totally fine. It's a pretty laid-back festival.
Are there prizes?No. There aren't awards, either- I won't be saying someone got first place, or whatever. On the other hand, I will be highlighting projects that I think handled something really well. Again, I won't be awarding myself any of those. If you'd like to help "judge," pop me a PM and we'll talk about it!
Now hop to!
Current EntriesGTM's
Mad MageI did a dual-entry for the 7drl and the bay12 march competition - Mad Mage. The !sdrawkcaB element is that you start with over 250 scrolls and potions which are all identified, but as you go through the game you'll slowly forget them.
Forgotten items have a 50% chance of just getting a ' ? ? ? ' added to the real name and a 50% chance of being misidentified as an entirely different item. So a Scroll of Mass Death could become 'Scroll of Mass Death???' or 'Scroll of Friendship???'.
The inventory system is a little weird in that you have a pack with space for 256 items, but you can only access the 'top 8' items. Periodically, your pack shifts around as you move, changing those 8 items. Plus, you can stash a few items here-and-there on your static clothes. You can hide a scroll or a potion under your hat, one in each boot, etc. There's a strategic element of moving your semi-random pack items into more stable locations elsewhere on your body if they're spells you think you'll need soon.
Game balance is a little off, so you'll generally want to either avoid enemies or blow them away with overpowered spells. The game in general is pretty buggy. Save a few powerful Cold Blasts (or Kill, perhaps) for the end boss. The RNG is seeded by your name and which options you click on the title screen, so try something different if you keep crashing early on.
Link to downloads (windows/linux): http://www.wiglud.com/download.html
Levi's
Cursed PaintingI ran out of steam.
I consider this a failure as I didn't get most of the interesting bits in, but it is semi-playable so I figured I'd upload it anyway. This was my first real program in python, and I'm starting to get used to programming in python now.
http://www.mediafire.com/?tlt2mcf5q84aer6
Instructions:
Requires Python to run.
- Arrow keys(or keypad) to move.
- Shift movement for fast walk along hallways(will stop if you see a monster)
- inventory: i
- attack: 1
- pickup: ,
Walk onto a staircase to go up or down.
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The title was "Cursed Painting" and it was about a Painting that was brought to life by a gypsy curse. You were supposed to go down through the dungeon, find the item that was needed to un-animate yourself and return to the surface. The theme bit was implemented as you can only walk in the walls, not in the rooms. Paintings don't have legs so you can only shimmy along wall surfaces.
Features missing:
- Saving/loading
- Balancing
- Any item other than heal potions
- Win condition
- Magic system
- highscores
So its playable in its current state if you just want to wander around the dungeon fighting monsters, but its pretty boring. I got a lot of work done the first few days, but I ran out of motivation as time went on. I did learn a bunch, and using libtcod was a treat so it wasn't a complete loss. 
White Kitteh's
Almight 12x9Almight 12x9
Whilst I'm sure that I could bore you for several hours with my incredibly deep and complex sci-fi universe, Lets skip all that and get to the point, since barely any of it made it into the game and it's not like anyone cares.
(i) open your inventory, I trust you can figure it out.
(g) get items
(f) to select a target, (f) or enter to fire. numpad +- to lock onto a target
There is not all that much to do, other than wander around marvelling at the wonderful day-night cycle and getting one shot-killed by rainbows.