mathstodon.xyz is one of the many independent Mastodon servers you can use to participate in the fediverse.
A Mastodon instance for maths people. We have LaTeX rendering in the web interface!

Server stats:

2.8K
active users

#roguelikedev

0 posts0 participants0 posts today
Continued thread

"Cursebearer" by u/Noodles_All_Day has undergone an impressive 750 hours of work this year to put together quite a list of systems, with proper content hopefully coming this year.
old.reddit.com/r/roguelikedev/

"Cursebearer is a traditional fantasy roguelike heavily influenced by Angband. It also has a heaping spoonful of inspiration drawn from TES III: Morrowind's mechanics and hilariously broken character build potential, GURPS' classless character system, and Diablo II's itemization."
#roguelikedev

I went exploring the rabbit hole of roguelike localizations and seems like general consensus is that procedural text + localization is simply an unsolved problem. Most high-profile games do not feature any localization.

English is quite easy to generate programmatically, due to lack of grammatical gender or complex inflections. As a native Finnish speaker, I can't even fathom the complexity that'd go into making dynamic descriptions in my own language, with all the inflections.

So I keep tinkering with my rogue-esque project. I added shooting animation, possible sparks animation (for now it's blasting all around the target, but it's purely for testing purposes) and screenshake (of course the one player will be able to either completely turn off or tone down. or, well, tone up, in this house we don't kinkshame). Also I added a very very early iteration of HUD just to see how it feels and stuff.

⚠️ Warning: slight screenshake effect in gif

⚠️ You've been spotted 👁️

So now, when I finally have the level generator dealt with, I can focus on other aspects. Like, you know, enemies. Haven't done much, since I was mostly just fighting with local git instance today, but! I added an enemy and made this little ping animation for player to see that they've been noticed and enemy is now very interested in them.

Also, since I'm learning Odin in parallel, I've optimised rendering code a bit, got rid of multiple array iterations with the power of union types. It really is joyful programming. Not without its moments, of course, mostly with memory management, but it'll get better with practice.

Added fade-in/fade-out effects for the tiles when they go into the light and back into the shadow. And because of that I also implemented a tween system in Odin which feels more like a forbidden dark magic rather than funny OOP that I wrote before for the same very purpose, really. 😅