CodenameEmpty
prime-intersection-grid
CodenameEmpty | prime-intersection-grid | |
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4 | 3 | |
6 | 0 | |
- | - | |
3.3 | 2.4 | |
27 days ago | 12 months ago | |
Python | JavaScript | |
GNU General Public License v3.0 only | - |
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CodenameEmpty
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Sharing Saturday #468
Most of my time has been put into creating that Arena content I keep going on about. Outside of that I also created a documentation markdown file (found here HERE) regarding the dialogue system. The document isn't complete, as a bunch of extra options/features aren't documented in it yet, but at over 2k words, I hope its a good start to understand the system haha.
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Sharing Saturday #450
I've also been using GitHub's issue tracker to keep track of all the features and changes I still need to make to the game, so feel free to look through the projects tab to see what updates are planned for the future. Anything in the "In Review" column is in the Nightlies branch, just waiting for final review to be pulled in to the mainDev one.
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[2023 in RoguelikeDev] Codename: Empty
GitHub Repo (Last Updated 22.08.28) | Project/Kanban Board | GitHub Nightly Branch (Last Updated 23.01.04)
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Sharing Saturday #357
You can look at all of the source code for my project on my GitHub Repository. I've been using GitHub's issue tracker to keep track of all the features and changes I still need to make to the game, so feel free to look through the projects tab to see what updates are planned for the future. I strongly recommend that you don't try playing the game yet, as I am getting close to releasing my first real playable version of the game, and currently most of the content is just development tests to make sure various systems are working.
prime-intersection-grid
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Determinism with roguelike on npm
I have an overworld solution of my own that's proprietary right now. it's based on 2 intersecting graphs with random origins and places where the values intersect in certain ways. More detail here. The proprietary bit is biome related and lives above this library. It also uses seeds the way I've modified this lib to do.
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Working on an open-source graph-based dungeon generator
This approach works well, even if the layout is overly grid-like. I built a couple of libs to assist: the first computes values for the grid, the second is a biome system for the engine to map properties to biomes and select the biome for any given coord. The first is already open: https://github.com/khrome/prime-intersection-grid the second is not currently open
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Sharing Saturday #468
After building a simple prototype for a generative world, I took a few weeks and formalized my code in some foundational libraries (things got crazy internally) and am now tying that back together in a client/server architecture (to then be wrapped in electron). While the game is still in progress (my rough plan is an unbounded diablo-like, quest driven adventure game, but with more of an ikari warriors style pacing and some elements of Myth and classic Ultima era RPGs), I'm very happy with how the foundational stuff I've built is going so far. I can't post everything (not all open source), but here are a couple of the relevant libs: https://www.npmjs.com/package/submesh-treadmill https://github.com/khrome/prime-intersection-grid (no docs currently, but this is how I layout features in the game world without needing to compute things outside the calculated cell)
What are some alternatives?
fastapi - FastAPI framework, high performance, easy to learn, fast to code, ready for production
end_of_eden - "Slay the Spire"-like roguelite fully in console.
QuestForLubok - Quest For Lubok, is a text adventure fantasy game. Set just on the outer reaches of our world. Written entirely in Qb64, this is my journey into creating my first game.
imeji - Images for your terminal.
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
graph-dungeon-generator - A simple graph-based procedural dungeon generator.
revengate
voxel-biomes - Biomes for voxeljs!
Allure - Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad combat game written in Haskell; please offer feedback, e.g., after trying out the web frontend version at
httpbin - HTTP Request & Response Service, written in Python + Flask.