Attack The Geth, Go!

Attack The Geth is the name of my 7dRL project for this year.

I’m starting the project at 21:00 MDT on March 10th.

I’ll be doing the programming entirely in Java, using SquidLib as a base for the UI.

Project features are to include fancy use of FOV algorithms and a Mass Effect universe inspired setting.

Posted in Attack The Geth | Tagged , , , | Leave a comment

How many dimensions did you want?

You can have up to 9, thanks to Pupnik and N-Dimensional Roguelike.

Click the image to have a go (requires Flash).

The UI

The UI

It can be a bit hard to figure out at first, but such is the nature of dealing with more than 3 dimensions. Don’t give up, it’s quite a bit of fun and it’ll help your brain think in new ways!

Posted in Computer Games | Tagged , , | Leave a comment

Hear me now!

An episode of Roguelike Radio with me in it is now live.

Revel in the sweet sounds of myself and some of my favorite fellow roguelike devs! We discuss hints, tips, and warning relevant to creating your own 7 Day Roguelike for the upcoming 7dRL Challenge.

The first part of the two-part episode covers some thoughts on the judging criteria in relation to roguelikes in general and 7dRLs specifically. Which ones are the important criteria? How important are they? Do we all agree? Tune in to find out!

Posted in Sound | Tagged , , , , , , | Leave a comment

SquidLib Version 1.95 Released!

Lots of fancy new features in this version of SquidLib!

But first, a picture of FOV in action:

On an island in a lake in the mountains south of the marshlands.

On an island in a lake in the mountains south of the marshlands.

There are a variety of Field of View algorithms built in, along with an assortment of wrappers to really allow customization of their output. My personal favorite is the TranslucenceWrapperFOV with a ShadowFOV base, which is what you see in the image above.

Other FOV algorithm options include a water-like spread, outward rippling, and Elias-based ray casting.

There are currently two Line of Sight algorithms, Bresenham which draws a direct line, and Elias which draws an anti-aliased line. The following two images display the differences.

Bresenham LOS can't see around corners if the "drop" is the wrong direction.

Bresenham LOS can’t see around corners if the “drop” is the wrong direction.

Elias LOS can see around corners as naturally expected due to checking an anti-aliased line.

Elias LOS can see around corners as naturally expected due to checking an anti-aliased line.

 

Get the newest version at the github repository, including a convenient zip of this release! Also check out the demo applications, there’s a lot of usage scenarios laid out in them.

Posted in SquidLib | Tagged , , , , , , , , | 3 Comments