OneMoreLevel
panspermia
OneMoreLevel | panspermia | |
---|---|---|
3 | 3 | |
40 | 3 | |
- | - | |
0.0 | 0.0 | |
over 1 year ago | almost 3 years ago | |
GDScript | Python | |
MIT License | GNU General Public License v3.0 only |
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OneMoreLevel
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Sharing Saturday #363
It is not a technical issue. I draw four maps with REXPaint, which is quite handy. I use two Godot scripts (FileIOHelper.gd and DungeonPrefab.gd) to read a txt file and output terrain data. I can flip the map horizontally and/or vertically if necessary. Problem is, in my mind, ninjas should enclose on all sides and our ninja slayer keeps dodging attacks until the time is right. He fights back with lightning speed and covers narrow corridors and chock points with soul fragments (yellow question marks). But the game does not play like that. I need more time to find a solution.
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Sharing Saturday #358
This week I have raised the difficulty of a few dungeons. I have also added more colors based on players' feedback which greatly improves game experience (see demo above). Therefore I published a nightly release on GitHub and itch.io. I picked all the colors ([grey](f8f9fa-e9ecef-dee2e6-ced4da-adb5bd-6c757d-495057-343a40-212529), green and orange) from Coolors. Below are their hash values.
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Sharing Saturday #352
Demo | Github | itch.io | Twitter | Dev Blog
panspermia
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Can anyone recommend examples of BAD procedural generation?
I haven't quite gotten to making the game yet, but I'm sort of close to finishing the universe generation. Currently it's a couple thousand lines of Python code, not even any screenshots, but it's there if you're interested. I post progress every Saturday on /r/roguelikedev.
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Sharing Saturday #363
If any of this seems useful to you, you can borrow the code from inside here.
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Sharing Saturday #361
It’s been a good week. In the hope that I’ll actually start to make more reasonable decisions about code structure and maintainability, I put my code up on my Github repo. Already, this had produced dividends in the form of me breaking stuff out into multiple files, for instance.
What are some alternatives?
RogueSharp - A .NET Standard class library providing map generation, path-finding, and field-of-view utilities frequently used in roguelikes or 2D tile based games. Inspired by libtcod
BrogueLite - This repository is deprecated. Please see Brogue Lite at the new repository.
signed-distance-field-font-generator - Automatically exported from code.google.com/p/signed-distance-field-font-generator
libtcod-vcpkg-template - A template for C++17 libtcod projects. This template uses Vcpkg to fetch dependencies.
libGDX - Desktop/Android/HTML5/iOS Java game development framework
BareE - A code first game development framework written in C# using dot net core 5
godot-mrpas - GDScript implementation of Mingos' Restrictive Precise Angle Shadowcasting algorithm
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
thecave - A prototype to test various experimental gameplay mechanisms for libtcod.
VTerminal - A new Look-and-Feel (LaF) for Java, which allows for a grid-based display of Unicode characters with custom fore/background colors, font sizes, and pseudo-shaders. Originally designed for developing Roguelike/lite games.
react-roguelike - A roguelike game built with React and TypeScript.