Verirogue
Axes-Armour-Ale
Verirogue | Axes-Armour-Ale | |
---|---|---|
1 | 19 | |
2 | 38 | |
- | - | |
5.4 | 2.7 | |
almost 2 years ago | about 1 year ago | |
C++ | Pascal | |
GNU General Public License v3.0 only | MIT License |
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.
Verirogue
-
Sharing Saturday #421
Verirogue (Github)
Axes-Armour-Ale
- Sharing Saturday #455
-
Generating hallways
It's not a great illustration, but the result looks like this https://github.com/cyberfilth/Axes-Armour-Ale/blob/master/GITscreenshots/Linux_dungeon.png
-
Sharing Saturday #445
I added another location to the map on Axes, Armour & Ale https://github.com/cyberfilth/Axes-Armour-Ale So next I'll be looking to add overworld encounters and a village / town location.
- Sharing Saturday #439
-
Sharing Saturday #433
This coming week I plan on procrastinating a little more with different dungeon styles. My game has several different environments so far, with more planned. So I get to play around with cellular automata, BSP and other techniques. https://github.com/cyberfilth/Axes-Armour-Ale
-
Sharing Saturday #427
Released an alpha version of Axes, Armour & Ale
-
A question about tiles with contextual "styles"
There's a screenshot of how it looks in my game (using thinner walls) at https://github.com/cyberfilth/Axes-Armour-Ale
-
Sharing Saturday #421
All code, previous releases, and a growing collection of bugs are kept at https://github.com/cyberfilth/Axes-Armour-Ale
-
Sharing Saturday #416
This week has been a week of refactoring... not intentionally though. I'd planned to start adding multiple dungeons all over the overworld map. But every time I started to add this, I found a previously undiscovered bug in some part of my code. My save file was duplicating saved data in several places, and not reading it back correctly when reloading the game. So I've streamlined the save/load process and, touch wood (taps head), think that I'd squashed all the bugs now. https://github.com/cyberfilth/Axes-Armour-Ale
- Sharing Saturday #414
What are some alternatives?
umoria - Moria: a roguelike Dungeon Crawler game | Umoria Source Code
mORMot2 - OpenSource RESTful ORM/SOA/MVC Framework for Delphi and FreePascal
The-Games-Foxes-Play - A nontraditional traditional roguelike about critters and soul harvesting.
hUGETracker - The music composition suite for the Nintendo Game Boy
ivan - Iter Vehemens ad Necem - a continuation of the graphical roguelike by members of http://attnam.com
bracket-lib - The Roguelike Toolkit (RLTK), implemented for Rust.
roguelike - A stealth roguelike in development phase.
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
DungeonGenerator - Procedural 3D dungeon generator plugin for Unreal Engine 5. Easy generation of levels, mini-maps and missions.
Island-Adventure-Prototype - Protptype of a Text based Roguelike/Exploration game.
Cataclysm-BN - Cataclysm: Bright Nights, A fork/variant of Cataclysm:DDA by CleverRaven.
libtcod - A collection of tools and algorithms for developing traditional roguelikes. Such as field-of-view, pathfinding, and a tile-based terminal emulator.