November 11 and 12 2017 were the dates selected by the organizers for the second roguelike celebration in San Francisco, California. This time it was two full days, with a single track for talks, and it was awesome. You can check the videos for all the talk at the Internet archive. Following is a summary of the events that took place during the celebration.
Check out the full article here.
Twitter increased the character limit for tweets to 280.
I was challenged by Ashton Morris (The music producer for Ananias) to extend upon my previous effort to create a game whose full source code could be put on a tweet.
Check out the results here!
Well, I decided to release this based on my work this year on Monster Trainer Roguelike; one of my first mistakes was spending time during the 7DRL to build a simple generic roguelike engine as a basis for the game… the question is, I never released it in such simple form! I decided to release it as I think it may be helpful for devs to use as a starting point for their roguelike or character based games!
It’s now in github at https://github.com/slashman/jsrl, you can also check the online demo here
If you are curious what kind of games can be created from it, check Monster Trainer Roguelike
What is this about
A very bare bones roguelike with a character based display
- Player can walk around
- Raycasting Field of View algorithm
- Player can move between persistent levels
- Enemies move around chasing the player
- Player can pick up, drop and use items (including using items on a given direction)
- Player remembers visited maps
- A simple Being class based on Races definitions, with “random” and “follow player” intents
- A simple Item class based on Item Type definitions
- Infrastructure for Level Generation
- Line wrap text boxes
How to use
- Clone the repo
- Delete .git
- Create awesoem gaem
Uses unicodetiles for IO – http://tapiov.net/unicodetiles.js/
On November 11 2017, at the Roguelike Celebration in San Francisco, I had the pleasure of doing the opening talk, titled “What is a Roguelike?, 2017 Edition”, where I explored some of the interpretations on the Roguelike term.
Something interesting I found while doing research for the talk was what could be the first efforts to organize a group of games similar to rogue under an umbrella term. This happened on Usenet, the technological precursor to Internet Forums, throughout which most of the discussion of computer games happened.
My current progress on this research indicates that the efforts to define this hierarchical relationship, intended mainly to facilitate discussion, ended up serving the purpose of creating a community of niche developers and players who through the constant usage of the term ended up giving it an evolving, collective meaning that was relatively stable until the 2010’s decade, with the growth of the indie games scene and diffusion of the more action focused “Roguelike” labeled games.
Read the full article here
Forgot to post here about the latest development of OpenArthurian which actually happened around a month ago 🙂
After that first dev stream I mentioned on the last entry, I did 5 more
Combat is almost done now, pending only adding some projectile effects for ranged combat. Next up is working on level transitions and the chunked world model.
Exodus Destiny also did some work on the game, finishing a first iteration of the Talk module as well as the Pick up / Drop functions (along with the Inventory)
Unfortunately I won’t be able to work a lot in the project for the next couple of weeks since I’ll be flying to San Francisco for the Roguelike Celebration and there’s another private game dev project I’m working on, but I’ll come back strong after that, I promise!
“Pixel things every day in October“. Well, didn’t manage to do them all but still…
Halloween comes with a new version of Ananias including a new class: the Lunar Witch! In addition of being experts concocting potions, they have access to a whole new school of magic: Witchcraft.
Witches cast spells (or hexes) sacrificing their own blood. However, if they have a familiar they will share the burden with him, causing him small harm in exchange for much less pain for the witch.
Hurry up and get it now from Steam‘s halloween sale! (coming soon to other outlets)
Other changes include:
- Allow continuing games from older version, warn game wont be saved.
- Prevent issue with sprite positioning when morphing floating enemies
- Prevent issue with summons sprites being misplaced
- Fix achievements relying on count number of levels
- Make sick fountains reduce attack instead of contracting it (allow recovering)
- Prevent items from disappearing when dropped and no space
- Fix issue with confirming spell selection on mobile