roguelike-tutorials-website
megastructures-prototypes
roguelike-tutorials-website | megastructures-prototypes | |
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3 | 7 | |
46 | 4 | |
- | - | |
0.0 | 8.2 | |
about 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.
roguelike-tutorials-website
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TCOD Tutorial
There has been discussion on changes to be made. I'd be interested in hearing about your changes. I'm already aware there are serious issues with the previous Python tutorials.
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Sharing Saturday #452
I have a detailed response to the GitHub issue made about the post.
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Roguelike Tutorial – Written in Python 3 and TCOD
I did a bit of a double take seeing this on HN. Seeing something I helped to create on here is... a strange feeling, to say the least.
While I'm not completely satisfied with the way this tutorial stands right now, I certainly hope that it has given a few people some ideas and motivation for their own roguelike projects.
Feel free to shoot any issues with the site or tutorial text over to the Github page: https://github.com/TStand90/roguelike-tutorials-website (fair warning: I'm pretty bad at responding to issues, and I sincerely apologize for that)
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?
RoguelikeDevResources - A curated list of roguelike development resources
godot_dialogue_manager - A powerful nonlinear dialogue system for Godot
VeraDungeon-Rogue - My roguelike game in Python
Parallax_Engine
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.