OpenNefia
shotcaller
OpenNefia | shotcaller | |
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4 | 16 | |
99 | 141 | |
- | - | |
9.6 | 7.3 | |
over 2 years ago | almost 3 years ago | |
Lua | Rust | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
OpenNefia
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OpenNefia progress update - Lots of vanilla and variant features added
The code for all these mods lives here, if you're curious to see what the modding system looks like right now. I think that, even if some of the mods are incomplete in their current state, they implement several of the useful features that I was wanting to port from the start, so having any amount of progress towards completing them isn't a bad thing. They're also implemented as separate mods, so if they get too buggy they can be disabled easily.
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Emacs is the 2D Command-line Interface
Well, it's not Elisp, but:
https://github.com/Ruin0x11/OpenNefia
It's an engine rewrite of an old roguelike I used to play in Lua. I'm trying to experiment with making a game where the engine is similar in flexibility to Emacs.
It has an Emacs frontend, and I designed it with the zealotry of an Emacs user, meaning it has advice, hooks, interactive evaluation and runtime module hotloading. You can run anything the engine can run from a REPL (and cause all the state to become broken easily).
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OpenNefia Progress - Custom Nefia support
I recently implemented nefias in my engine rewrite of Elona, called OpenNefia. Hopefully the ability to generate lots of new dungeons in addition to the ones in vanilla would make the game more interesting. Here are few I made, as part of a mod:
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What is your “I don't care if this succeeds” project?
An engine rewrite of a Japanese roguelike I played a lot. I liked Emacs, so I decided to see what would happen if I tried writing it in the style of what Steve Yegge calls "living systems", where all the code is interactively callable in-game and reusable in mods. There is no scripting layer, the implementation and extension language are one and the same (Lua). I like to think of the engine as a massive programming runtime with a bunch of libraries and functions made for the sole purpose of modding the game. You could whip up a scratch buffer and start tinkering around with the game state or prototyping new mods fairly quickly.
The engine is not general purpose either, it's specific to the quirks of the original game. The number of weird ideas that I could graft onto it keeps increasing with each week. Yet, without feature parity and stability with the original, it's a long way away from having those things.
Another downside is going back and playing the original now isn't as fun, because I keep thinking I'm playing the rewrite and expecting bugs to pop up at ever corner. Working on a project like this for so long affects your perception of the end result in ways you can't easily unsee.
Also gets pretty lonely working on something alone for years you're not sure anyone will care about when it's playable.
[1] https://github.com/Ruin0x11/OpenNefia
shotcaller
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Building Game Features Together: New Release!
As for a project using these, see: https://github.com/amethyst/shotcaller and https://github.com/jojolepro/minigene :)
- Shotcaller micro-input for bot scripts
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Roguelike Tutorial and bracket-lib joins Amethyst
We do indeed intend to be on the lookout for such opportunities for standardization. Our main R&D project in this regard is Shotcaller, which is made with bracket-lib by people who have previously worked with Amethyst Engine.
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Are we game yet? – A guide to the Rust game development ecosystem
https://github.com/amethyst/shotcaller
We’re happy to help any newcomers along on our Discord: https://discord.gg/qvJyTYM
- Initial 5 Leader lineup + pawn completed in Shotcaller
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What is your “I don't care if this succeeds” project?
I’m building a minimalistic, 1v1 MOBA game (Dota/LoL) that’s all about grand strategy at the macro level, like chess. It is designed from scratch to accommodate AI development.
OpenAI gave up after beating 99% of players in a limited version of DOTA2. They essentially just figured out how to out-micro human players. We want to let players play alongside AI assistance, like a racing car driver backed up by their team of mechanics and engineers.
https://github.com/amethyst/shotcaller
- Shotcaller wip art pass for v0.5
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Shotcaller MOBA-game v0.4.0 – New leaders & UI
Make a new 🦹 Leader or 📦 Item!
Make a new 🦹 Leader or 📦 Item!
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Chris “HuK” Loranger's Thoughts on RTSes
I’m working on one such modern RTS game: https://github.com/amethyst/shotcaller
It’s a MOBA-style game that is played 1v1, with the 5 “players” on each side controlled by autonomous bots. This design accommodates AI development as part of the sport, much like a F1 driver and their team of engineers and mechanics.
The game is written in Rust and will use WASM for scripting to accommodate a wide range of languages for both game modding and AI code. While it’s only 1v1 in its initial iteration, I agree that there’s immense value in cooperative and more micro-level play, so we do intend to incrementally move towards that as an alternative game mode.
I’d love to chat more with anyone interested in this particular design or RTS/MOBAs in general. You can find my email on my GitHub.
What are some alternatives?
3DreamEngine - 3DreamEngine is an *awesome* 3d engine for LÖVE.
listudy - Listudy - chess training server
transient - Transient commands
VimMode.spoon - Adds vim keybindings to all OS X inputs
rotLove - Roguelike Toolkit in Love. A Love2D/lua port of rot.js
electron-browser-shell - A minimal, tabbed web browser with support for Chrome extensions—built on Electron.
max-downforce - Pseudo 3d racer written in Lua and LÖVE
vopono - Run applications through VPN tunnels with temporary network namespaces
fingine - A personal finance simulation engine in Rust.
WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
TIC-80 - TIC-80 is a fantasy computer for making, playing and sharing tiny games.