ECS
reflector
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ECS
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Sharing Saturday #351
As an aside, I'm finding that the ECS implementation I did is working really well in terms of ease of implementing new things. I haven't yet tried it with a dungeon's worth of stuff knocking around though.
reflector
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[2022 in RoguelikeDev] Reflector: Laser Defense
Reflector: Laser Defense itch.io | GitHub | @mmakesgames
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Sharing Saturday #396
Reflector: Laser Defense (itch.io|twitter|blog|github) Roguelike base-building in an hour
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Recommendation for someone who likes CDDA? Something that is focused on base building (building a farm, mining, hoarding resources) but has decent combat.
I recommend my own game Reflector: Laser Defense but with a big caveat: it is much more puzzle-like and less simulationist than CDDA. Everything has a 1hp. The core mechanic is about reflecting and manipulating laser beams.
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Rot js drawing at arbitrary positions?
Like some others, I use rot.js for some map gen and rng but for rendering I use a different library, pixi, which let's me use particles and animations. It's kinda messy, but you can browse my code here https://github.com/mscottmoore/reflector (src/lib/renderer)
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Roguelikes where tiles represent bigger regions?
My game, Reflector: Laser Defense, sort of fits the description, but it might be at slightly smaller scale than you're looking for. A single tile in Reflector represents a big enough area for an entire building, or entire farm. You can't zoom in any closer.
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Sharing Saturday #366
Reflector: Laser Defense | play now | twitter
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Sharing Saturday #353
Took a break from working on Reflector to participate in the 7DRL jam, this time with a couple collaborators: u/Lemunde doing the sprites and other art, and u/brightbone63 composing music and making sfx. I'll save my main write-up for the dedicated thread, but I'm really happy with how it came together. It was a rush at the end, and I'm not confident in the late-game balance, but it feels like a complete game.
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Turn-based city builder a good idea?
I'm working on a turn-based base builder, Reflector: Laser Defense. There's an emphasis on tactical combat, the specific mechanics of which really wouldn't work well in real time (with or without pause). There's production and resource management as well, which works mostly how you describe. I think it works out alright, though it's sometimes confusing. Give it a try and let me know if you have any questions!
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Sharing Saturday #351
scifi roguelike basebuilder | play now | code | blog | @mscottmooredev
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7DRL 2021 Brainstorming
If you want something with a little less magic, pixi.js is a good option. I believe phaser uses it under the hood. I use it to render the map in my game (non-map UI uses React). You can browse my messy Typescript code here. That said, for the 7DRL perhaps the extra magic of phaser will be nice.
What are some alternatives?
gruid - Cross-platform grid-based UI and game framework.
wally-fov - Shadow-casting field-of-view algorithm with support for walls along tile edges
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.
Cataclysm - A post-apocalyptic roguelike. New features relative to C:Whales are scheduled for after 0.2.0, the savefile breaking release.
ranviermud - A node.js based MUD game engine
innit - A roguelike game where you play a micro organism inside a larger organism!
wcomf - Here you'll find the newest versions of my game, Weird Caves of Mediocre Fun.
kubernetes-reflector - Custom Kubernetes controller that can be used to replicate secrets, configmaps and certificates.
bearlibterminal - Interface library for applications with text-based console-like output
ASCII-axe - ASCII roguelike for Linux, Windows & OSX
Flask-roguelike - Learning project to figure out how JS and Python communicate. End result, likely the same engine as usual