VimMode.spoon VS OpenNefia

Compare VimMode.spoon vs OpenNefia and see what are their differences.

VimMode.spoon

Adds vim keybindings to all OS X inputs (by dbalatero)

OpenNefia

(Archived) Moddable engine reimplementation of the Japanese roguelike Elona. (by Ruin0x11)
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VimMode.spoon OpenNefia
14 4
657 99
- -
0.0 9.6
about 1 year ago over 2 years ago
Lua Lua
- MIT License
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.

VimMode.spoon

Posts with mentions or reviews of VimMode.spoon. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-03-12.

OpenNefia

Posts with mentions or reviews of OpenNefia. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-03-20.
  • OpenNefia progress update - Lots of vanilla and variant features added
    1 project | /r/Elona | 22 Apr 2021
    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.
  • Emacs is the 2D Command-line Interface
    7 projects | news.ycombinator.com | 20 Mar 2021
    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).

  • OpenNefia Progress - Custom Nefia support
    2 projects | /r/Elona | 16 Mar 2021
    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:
  • What is your “I don't care if this succeeds” project?
    42 projects | news.ycombinator.com | 1 Feb 2021
    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

What are some alternatives?

When comparing VimMode.spoon and OpenNefia you can also consider the following projects:

vopono - Run applications through VPN tunnels with temporary network namespaces

3DreamEngine - 3DreamEngine is an *awesome* 3d engine for LÖVE.

scraper - A scraper for EmulationStation written in Go using hashing

rotLove - Roguelike Toolkit in Love. A Love2D/lua port of rot.js

vimac - Productive macOS keyboard-driven navigation

transient - Transient commands

firenvim - Embed Neovim in Chrome, Firefox & others.

max-downforce - Pseudo 3d racer written in Lua and LÖVE

exomind - A personal knowledge management tool hosted on your own personal cloud

WaveFunctionCollapse - Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics

go-plugin - Golang plugin system over RPC.

listudy - Listudy - chess training server