BrogueLite
Iskandria
BrogueLite | Iskandria | |
---|---|---|
25 | 3 | |
21 | 2 | |
- | - | |
0.0 | 7.3 | |
over 1 year ago | 12 days ago | |
C | C++ | |
GNU Affero General Public License v3.0 | Boost Software License 1.0 |
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BrogueLite
- Brogue Lite is now up-to-date with CE 1.11.1, if you wanna try it.
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Is Rapid Easier Than CE?
If you're looking for an easy version of Brogue my favorite to this day is still Brogue Lite, unfortunately not up to date to the last CE version but I love it:https://github.com/HomebrewHomunculus/BrogueLite
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Desperately looking for something that clicks in this genre
Also, since you've mentioned that you really like to react to what your enemies might to, I must recommend you play the "BrogueLite" (https://github.com/HomebrewHomunculus/BrogueLite) version of the game, since it makes some very welcome changes to the vanilla game if you don't like to be manipulating RNG that much (the most important change is that it eliminates completely the identification minigame).
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Are there variants of the big RLs without ID minigames and/or shorter dungeons?
There's also Brogue Lite, a version of Brogue that removes identification and "cursed crap" items. I like it pretty well - it does a good job removing Brogue's horrifically ritualized early game, aka "try your potions while standing on your head in pool of water..."
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Sharing Saturday #378
And the old repository can still be found here: https://github.com/HomebrewHomunculus/BrogueLite/releases/tag/v1.9.3-hotfix-2
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How much does it matter what OS I use for 2D game development?
For compiling? Nope, I've built a MacOS executable of a game using Github Actions (in addition to the Win and Linux versions).
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Sharing Saturday #367
Download
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Sharing Saturday #364
No new code, but I've been creating QoL issues for the backlog. I think colour-coded item names will be really great - no more hunting in your inventory for that strength potion. Showing stat requirements in red if you don't meet them will make inventory juggling faster as well.
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Sharing Saturday #363
GitHub
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Sharing Saturday #362
GitHub | Twitter | Blog
Iskandria
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Design dilemma: Types vs Components (regarding Items)
C++ example: Moral Component base class, with a template wrapper for converting arbitrary data types to Components. (This is unlikely to work as-is for C# -- Iskandria's vaporware Component-System memory model depends on std::weak_ptr, which has no analog in most other programming languages.)
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Sharing Saturday #359
Iskandria GitHub
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Downsides to Having All ECS Memory in One Contiguous Object?
Cf. Dragonfly tutorial. You really do not want to have the component manager explicitly aware of the component subtypes. I worked around this for Iskandria's fake ECS, by making the component types responsible for registering key handlers for the ECS processing stages.
What are some alternatives?
roguelike - A stealth roguelike in development phase.
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
brogue-android-port - Brogue Android Port
BrogueCE - Brogue: Community Edition - a community-lead fork of the much-loved minimalist roguelike game
react-roguelike - A roguelike game built with React and TypeScript.
panspermia
innit - A roguelike game where you play a micro organism inside a larger organism!
terminus - Roguelike game built using Lua/Love2D/Moonpie
OneMoreLevel - A turn-based Roguelike game made with Godot engine.
rot.js - ROguelike Toolkit in JavaScript. Cool dungeon-related stuff, interactive manual, documentation, tests!
BrogueCE - Brogue Lite - the casual fork of the much-loved roguelike game