Description:
Design and programming of Roguelike games.
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Annouce: XNA Roguelike (working title) v0.1 release
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I've just finished porting my work in progress Roguelike to XNA 3 (CTP). I have created a new project at [link]. All new project updates will be uploaded to that URL. This release contains the following features: Basic dungeon generation Dungeon prefabs Fov using shadow casting... more »
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Wilderness Maps
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Many roguelikes nowadays seem to take wilderness maps as given. However, I would argue that it is bad for the game. So, here goes: 1 - It produces very ugly terrains. Most people use wilderness map generation and then create the local maps after. This is ugly. It makes things look blocky. 2 - It stops continuity and destroys the possibility for *real*... more »
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Back with Umbrarum Regnum
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OK, genlemen, your criticism was a good lesson for me a year back. Nobody will code my ideas for me, so I got my hands on a compiler personally. Obviously, UR is not at an advanced stage. It's not playable yet, but what the hell! Coding it is fun. Thank you all for encouraging me to start coding. I enjoy it very... more »
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GearHead2 v0.502
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GearHead2 version 0.502 has just been released. In case you don't know, GearHead is a Sunrise-inspired scifi roguelike CRPG featuring giant robots. Features include both personal and mecha scale combat, a random story generator, and more procedural content than you can shake an atomic war club at. Here is the complete list of changes:... more »
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XCOM-like thin walls in Curses, iteration 2
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I'm back to visualzing how to display XCOM-like thin walls in a curses display. My prior idea (UNICODE, magnify the squares and use box- drawing along the grid lines) only looked good; it isn't playable on a 24x80 console thanks to a pathetic on-screen view radius of 5. So that won't get released. ["One main() To Rule Them All" is working... more »
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Some ideas shamelessly stolen from a commercial roguelike
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As they guys from #rgrd can probably tell you (Cause I wont shut up about it). Recently I have been playing a lot of 'Mystery Dungeon: Shiren the Wanderer' on the DS. I believe this game makes some great strides to make this genre more accessible to someone who has no experience of roguelikes. It's probably easiest if I break this down... more »
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L Jumps for Cave Generation
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Hi, I've finally got my new compiler and have started on Atman again (a short coffee-break roguelike designed to test my i/o library, saving/ loading functions and dungeon generation). My last attempt at Atman was aborted after my previous compiler fell over and went boom. I'm writing various dungeon generation functions/methods at the... more »
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Omega Seamaster 300m 2541.80
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Omega Seamaster 300m 2541.80 Omega Seamaster 300m 2541.80 Link : [link] Omega Seamaster 300m 2541.80 Information : Brand : Omega Watches ( [link] ) Gender : Mens Code : Omega-2541.80 Item Variations : 2541.80, 2541.80.00, 2541-80, 2541-80-00,... more »
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