Archive for category Roguelike Development
I haven’t disappeared completely, but I haven’t been doing much work on this project recently.
However, I would suggest checking out CyberpunkRL, another CyberPunk based roguelike, being programmed using LibTCOD — this time with C#.
Sometime in the future I will get around to releasing a working project (again?)
The server this site is hosted on has died, so the Trac database and SVN are currently unavailable. Until I can recover from backups (which may be a little out of date, grrrr) then they will be unavailable.
Sorry for the inconvenience.
I’ve lost the will to live develop at the moment. I’m not going anywhere in a hurry, I’m just not having “fun” developing, so I’m deciding to take some time off and play rather than make. I don’t know when I’ll be back, but I will eventually be back.
I’m not taking down any code, so you’ll still be able to see my terrible coding.
So, I’m on holiday (in Wales, of all places), currently I have some time to work on my code on my work laptop (which has issues of its own, strangely enough — works well enough for me to compile though) and I’m trying to convert the Python PriorityQueue example from RogueBasin into a working C++ version, because I haven’t found any equivalent versions (suggestions happily taken if anyone knows better!), although because I’m working with LibTCOD’s lists/arrays/stacks I’m having to do things slightly differently. I haven’t tried it out yet, as I haven’t completed it, but at least I’m still working on it.
There was a wonderful article on GameSetWatch’s @Play about Python for Roguelikes, giving some great comments on its use in roguelike development. I suggest you go read — personally, I do plan on using Python for parts of CyberRogue, as it is very useful for things such as modding or pluggable content.
And yes — I’m absolutely terrible at this social networking thing (AKA Blogging)!
I’ve had a half week of illness — not good when there are computerised tests/exams about to go on at work that you’re running (and I forgot about until my wife kindly told me they’re this Thursday! Fortunately, they’re all ready to go, so I don’t have to stress about that) — and no time to work on CyberRogue.
I took some time yesterday to tweak some of the rendering code, changing the way it works (using temp variables rather than static class variables) and introducing the concept of dirtiness (no more rendering the whole screen on every pass, just the parts that have changed. I just need to remember to mark them as dirty when making changes.
I’ve been playing Prototype a fair bit, and it’s good fun. For someone with godlike powers, you do get battered around an awful lot. Mind you, Alex is still “only human” underneath all that, and while he regenerates quickly, is still killable. Opinion seems to be polarised as far as the game is concerned, people complaining the boss fights are long, hard and boring, while other say they’re easy as long as you keep moving. I haven’t come across anything I haven’t enjoyed (so far), but it’s taking my time away from development.