Showing posts with label roguelike. Show all posts
Showing posts with label roguelike. Show all posts

Tuesday, 14 September 2010

Roguelike - Mining!


Players can now enter mining mode and designate blocks to be mined. Miners will path to the nearest block to be mined, and start digging.


Roguelike - Pathfinding


Pathfinding entities up and running. Not that they've got to try hard in this particular test dungeon.

Thursday, 9 September 2010

Roguelike Development

I've decided to blog a little about the ongoing development of a Roguelike. I'll be developing in C#, using libtcod.net for console support and some helpful library functionality like FOV calculation pathfinding, and BSP generation, amongst other things.

I'm primarily inspired by Dwarf Fortress, a game I'd love to be able to get into but just can't seem to crack. It's a testatment to its complexity that it actually seems simpler to develop my own Roguelike than to brave its (frankly horrendous) UI.

We'll see how far I get with this. Here's the first screenshot below! From small beginnings...

Set up the main console window, dividing it into sections. Tab toggles various enlarged views of the main window. Got a viewport system up and working so the main map can be scrolled.