Description:
Design and programming of Roguelike games.
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Vote for your favorite roguelike soundtrack !
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They were 15 valiant bards entering the dreadful labyrinth of the 2008 roguelike soundtrack contest. Only 8 of them survived the traps and hidden creatures. You can vote until July, 20 23:59 GMT for your favorite soundtrack here : [link] By the way, you can use the blog to post comments on individual tunes... more »
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Accessing ESC key in FreePascal
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Hello, this is a question for people who know FreePascal. I'm using the unit "keyboard" to process console input: I wait for a keyevent with GetKeyEvent. Afterwards, I process it with TranslateKeyEvent and KeyEventToString, for example: var k: TKeyEvent; ks: String; begin k:=GetKeyEvent; k:=TranslateKeyEvent(k);... more »
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Failure rates of Roguelike Games
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It is now time for my fifth annual analysis of roguelike game development. I shall first present some dubious statistics and then you shall complain that they don't accurately reflect roguelike development. To find the previous four studies, search for Failure inside this newsgroup. The data for this comes from:... more »
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Recorded games
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I'm working on a [in my opinion] somewhat innovative roguelike game for which being able to record and replay games is an important feature. But it turns out it's quite a bit more difficult than I anticipated. Does anyone have any experience in making it possible to record and replay games? Any advice would be appreciated.... more »
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Moving large numbers of monsters in close formation
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I thought I was happy about my monster movement, till I got a lot of them together in a tight space. When I have a pack of monsters that have moved close together, it's obvious to me that my movement AI needs some work. The monsters are all in a linked list that I traverse, and each then moves based on whatever criteria. The problem... more »
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I'm uncontent with my wilderness
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Hi. Currently I feel (again) a bit uncontent with the wilderness in LambdaRogue. It looks good, but is very unstructured. I use puzzle tiles to create the levels in LambdaRogue, and this works great for dungeons and caves; the more puzzle tiles I have, the more interesting the levels. But for wilderness it's not enough and I think a need a second... more »
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Mind Control causes brain damage
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RL discussion here about WoW generated the comment from someone, "You know, I really think that Mind Control should have like a 1% chance of killing the target as you screw it up and cause an aneurysm and they just fall over twitching." To which I replied, "You know, if I suggested that to the Roguelike... more »
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Random Name Generator
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A common thing that shows up here is random name generation. Most of POWDER uses a syllable based approach, which I like as you can control the feel of the words, but it is a lot of work to get a large vocabulary. I wanted a random name generator for the player, so decided to write a new one. It uses a very simple finite state machine to select between... more »
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Frozen Depths 1.03 released
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Hello yet again fellow roguelikers! The frost covers the land again as a new version of Frozen Depths is finished, and again it took almost a year to release a new version. 11½ months to be quite exact. The list of changes isn't as long as last time even though it took as long to develop, partly because of a... more »
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