Archive for category Roguelike Development

Ghost ships

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?)

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Server kaboom…

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 Until I can recover from back­ups (which may be a lit­tle out of date, grrrr) then they will be unavailable.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.

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Temporary Hiatus

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.

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Priority Queues and translation

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)!

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The One About Viruses (Biological)

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.

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