hardglitch
megastructures-prototypes
hardglitch | megastructures-prototypes | |
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4 | 7 | |
8 | 4 | |
- | - | |
0.0 | 8.2 | |
over 1 year ago | 6 months ago | |
JavaScript | C++ | |
- | 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.
hardglitch
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Anybody (else) making Rogue-likes or text adventures on the web using a web dev stack?
I made it with only HTML5/JS, drawing directly in the etc. The whole code is there: https://github.com/gamkedo-la/hardglitch/ You can take inspiration from it if you want.
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What is your preferred method of implementing turn scheduling?
I reproduced a similar system in C++ and C# as experiments, but I did that for a real roguelike game (Hard Glitch, on itch which was in JavaScript (the code is open source, here is the specific turn-scheduling function you play in the current release, here is the old version that was replaced, you can see that the evolution wasnt too brutal through the commit history).
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coroutines in roguelikes?
The whole project's code is there if you want to take a look: https://github.com/gamkedo-la/hardglitch
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Do people have some motivating examples for co-routines?
Not C++ but I'm working on a turn-by-turn game with animations etc. which relies a lot on coroutines (in JavaScript for this one). The code is there if you want to take a look: https://github.com/gamkedo-la/hardglitch (the game is playable there in the deployments, or in it's released version on itch: https://klaim.itch.io)
megastructures-prototypes
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Sharing Saturday #495
website | github | devlog | Project Summary (this reddit)
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build2 0.16.0 released - adds system package manager integration
These days I am packaging some libraries, including godot-cpp to use it to make GDExtensions which are plugins for the Godot Engine, as part of some game project I'm making prototypes for (to check some technical aspects of the future game). It's all using build2.
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Sharing Saturday #467
I livestream the prototypes and the code is on github but I dont know if I will continue like that for the game proper, probably not as it adds complexity in my development process... Both have advantages too so I'm still thinking until I will be forced to decide when I start the game proper.
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Anybody (else) making Rogue-likes or text adventures on the web using a web dev stack?
More details: - https://klaim.itch.io/megastructures - https://www.reddit.com/r/roguelikedev/comments/10d4013/2023_in_roguelikedev_megastructures/ - prototypes: https://github.com/Klaim/megastructures-prototypes
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Sharing Saturday #455
MEGASTRUCTURES | github | devlog | livestreams Project Summary: https://www.reddit.com/r/roguelikedev/comments/10d4013/2023_in_roguelikedev_megastructures/
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Sharing Saturday #454
MEGASTRUCTURES | github | devlog | livestreams
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Sharing Saturday #452
MEGASTRUCTURES | Github (prototypes) | Info | DevLog | Twitch
What are some alternatives?
coproto - A protocol framework based on coroutines
godot_dialogue_manager - A powerful nonlinear dialogue system for Godot
cppcoro - A library of C++ coroutine abstractions for the coroutines TS
Parallax_Engine
Flow - Flow is a software framework focused on ease of use while maximizing performance in closed closed loop systems (e.g. robots). Flow is built on top of C++ 20 coroutines and utilizes modern C++ techniques.
godot-cpp - build2 package for Godot's GDExtension library
python-tcod-ec - Entity/Component containers for implementing composition over inheritance. Works well with type hinting.
ignorant-toothpaste - Yet Another Game Build
revengate
morphrl - A traditionally-styled roguelike game with an emphasis on progression through gaining physical mutations.