This is a 4 part series on annoyances I have with roguelikes. Last time we covered Identification. In my first article, I asked why traditional roguelikes aren’t nearly as successful as action roguelites. I found a reddit post asking a similar question: why is a super difficult game like Binding of Isaac so popular anyway?..
This is a 4 part series on annoyances I have with roguelikes. Last time we covered Burden of Knowledge. Today I want to talk about Identification systems. In many roguelikes, particularly the older ones, the items you encounter in the dungeon are not easily identified. While inexperienced adventurers can tell when they’ve picked up a..
I love roguelikes. Traditional roguelikes. Turn based, grid based, punch-you-in-the-gut roguelikes. The complexity, depth, and emergent gameplay in these games rival any other genre out there. The heavyweights like Nethack, Crawl, and ADOM can be played for years without mastering them… or sometimes without a single victory. And in the last decade, roguelikes have proven..
The level generation in Golden Krone Hotel has kind of sucked for a while. For the 7drl version, I wrote a quick and dirty level gen system. It could make connected rooms and hallways, true, but the results were really kludgy looking. Rooms would overlap each other willy nilly. Hallways would be ridiculously long. Sometimes..
UI design – “this is the worst” button remapping – “no wait, this is the worst” saving system – “ok, actually, this is the worst” — William Chyr (@WilliamChyr) November 20, 2016 I like making small games. I’ve never even thought about a save system and no one has ever asked for one. But Golden..
Golden Krone Hotel is nearing release on Early Access and it’s gonna need an honest-to-goodness title screen. I think I’ve come up with something pretty cool, so here’s a post showing how it was done. click to embiggen I’m often overwhelmed when I see big pixel art pieces. I hope breaking it down step by step..
I haven’t updated the blog in a while, but don’t worry! I have been quietly plugging away at the game. Since my last post, I’ve rounded out the spells and potions (for a total of 20 spells and 40 potions). I’ve added a revolver, shops, chests, water, noise, damage indicators, and a boatload of other..
This post is about how I improved the graphical features in a simple HTML5 game. I did so by, among other things, adding a 2.5D perspective. But more importantly it’s about how I optimized the performance of said graphics. If you’ve ever written a 2.5D game engine, you probably know exactly how to do this…
If you’re the kind of person that has ever used the phrase “but it’s not a game,” you should stop reading immediately and go play a real game instead. Her Story stands proudly in that “Not Game” category. The obvious comparison is Gone Home, but Her Story jumps right past the exploration of physical spaces into..
It’s been a few weeks since IRDC 2015 in Atlanta, the first IRDC in the states. The dust has settled, several youtube videos of talks finally got uploaded (part of the reason this is 3 weeks late), and I’ve collected my thoughts. Here they are. Kawa did a write-up on IRDC 2015 and called it “one of the most..