November 27th, 2011
Time flies by
It's strange how my TODO list just keeps getting longer even
when I get stuff done. It had about 120 entries around september,
and now after completing a couple dozen of them, it has almost 150
entries. Fortunately most of them are somehow related to some other
entry and when I get one of them done, I might get a dozen of them
done, but then again, there are some entries that say something like
draw 70 spell effect icons, or draw 40 spell icons...
Anyway, here's some of the weaker creatures and pets...
September 3rd, 2011
Options screen
Five weeks of doing nothing at all, other than reintegrating
back to working environment after holidays, and now I've finally
managed to get some programming done on my free time. Anyway, what
can be seen here is the options screen where it is possible to
bind keys to actions.
In the example below, the control key is focused and its
description is shown on the bottom left. The hotkeys are also
bound on the keys used by some actions and vice versa, and the
red color is there to highlight the fact that the key is not
bound to the default key anymore.
Hotkeys are keys that can be bound on spells and talents when
the respective windows are visible, and the spell or talent that
is bound on hotkey 6, in this example, can be used by pressing
either 6 or Y keys.
July 26th, 2011
1.5MB, 167 source files, and almost 50000 lines of code...
Most of the basic rules, combat rules, magic rules, spells, poisons,
diseases, curses, and the ~90 different effects they create, as well
as weapons, shields, armours, helmets, potions, tomes, and edibles,
are implemented. The turn sequence is also in place with the exception
that creatures don't do anything as the AI is missing, but they do
take their turns and are affected by all the effects just like the
player creature is. Most of the passive talents are implemented as
well.
The 0.1 version, which will be the first one to be available for
download, will have the following implemented:
- All rules, features, and items, listed under the game guide and equipment.
- All map objects (traps, containers, lights, etc.) contained in the default tileset.
- All interface elements and screens except the town screen and the credits screen.
- One creature with a simple AI using human tileset (human bandit that just wants blood).
- All spell and effect animations (using placeholder graphics).
Stuff still missing at the time of writing this: active talents,
amulet effects, ring effects, scroll effects, wand effects, a couple
dozen map objects, options screen, simple AI, and placeholder effect
graphics instead of the "placeholder of a placeholder" white box that
is in right now.
All this will hopefully happen in 2011.
July 3rd, 2011
Specs and stuff
Added a few missing potion descriptions and retouched some of
the curses.
It's been a bit quiet on the rogue front lately as I've spent a
few weekends doing this general-midi-synthesizer-drum-box-thingy
that allows me to draw notes on tracks and make some noise, and most
importantly, store the data in a nice human readable xml-format.

The 'Midician' was kind of a spinoff but not entirely unrelated to
the rogue project as the same midi library that resulted from it
will be used in the rogue.
Here's a sample exported mid from the Midician that most people
should recognize, unless ofcourse, they've lived in a bottle or
something: Godfather.mid
And here's a sample of a possible clip for a low health combat
situation where the player is about to kick the bucket or something:
CombatLowHealth.mid
May 17th, 2011
Videos and stuff
Hmm, I can't figure out anything to say. I've been programming
like a mad for a few weeks and now my mind is blank. New stuff
includes at least item handling, inventory, scrolling combat texts,
item tooltips, keyboard and mouse interface, as well as about a
thousand other things I can't remember. Hopefully the video can
show where the game is going at the moment.
Home_20110517.wmv
April 25th, 2011
Edible stuff
After few days of being sick and too tired to do much, I got up
and running and managed to whip out some content in the edibles
section.
April 11th, 2011
Human tileset
Two weeks and close to a hundred hours of spent time and I finally
managed to finish the weapons, armours, helmets, and loads of other
images in full size, and in the resized size as seen below, as well
as update this website a few times.
Anyway, what this little tileset can help me do is to dynamically
create the kind of toons as seen on the top of the image. Did
someone say a roguelike where you can see the equipment other
creatures are wearing, wooooot?
March 30th, 2011
Inventory stuff
Two days of inventory design and programming and it's now
possible to loot items using a keyboard. Few more days and it
should be possible to do all the inventory actions, loot, equip,
drop, throw etc. using either a keyboard, mouse click, mouse
drag, or any combination thereof.
March 25th, 2011
Toons and stuff
The tileset is finally finished and here's a screen of it in
action. Quite a big difference compared to the straight walls
and corners of the previous tileset.
It seems that I'm gonna have to do a 'few' more pics after meddling
around with Inkscape and the following toons popped out. It's fairly
easy to programmatically draw the toons with the various items
visible so why not just do it =)
March 11th, 2011
Tiles and tsunamis
I'm seriously questioning my sanity at the moment after spending
a week and a half drawing a tileset and it seems like it's going
to take at least another week for the rest of the tiles.
It certainly doesn't help with the insane feeling that there's
ships sailing over rice fields, hundreds of meters over japanese
inland, and little puffs of radioactive steam is considered of
being released to keep the Fukushima Daiichi 1st reactor from
overheating. Crazy shit I say, crazy shit, and, my condolences
to the japanese people.
Anyway, crazy shit aside, what you see in the picture is four
versions of each of the wall and floor tiles, doors, stairs,
traps, containers, and various other tiles. The brown color
separates the dungeon tiles from items and creatures. I noticed
that it was getting hard to distinguish items, creatures, and
dungeon tiles when they all had bright colors and similar shapes
on them.
Fortunately everything is vector graphics and it's easy to
resize the tiles if 32x32 pixels feels too small. I'm not yet
sure if the game uses 32x32 or 48x48 pixel tiles, or if I'll
just slap in 32, 48, and 64 pixel versions and let the player
decide which to use.
March 1st, 2011
Crossbows and bolts
And here's a pic of the crossbows and bolts. There's a crossbow
and a dwarven repeating crossbow, and there's also pics for the
last ten remaining bolts. The main difference between the two is
that the crossbow is a slow firing weapon and it requires that
the wielder spends one turn resting in order to shoot again
(counts as reloading).
The repeating crossbow is the pinnacle of technology in the game
and there will be no guns or gunpowder weapons of any kind.
I dunno if it's just me but I just don't think that it is possible
to achieve a good fantasy setting where you have orcs, elves,
magic, and machine guns.
February 28th, 2011
Bows and arrows
Here's a pic of the bows and arrows. There's an orcish bow, a bow,
and an elven bow. There's also pics for the last ten remaining
orcish arrows, arrows, and elven arrows. As it turns out, elves
are evil and they like black =)
February 27th, 2011
More weapon pics
Few more hours of inkscaping and six new weapons see the
daylight. There's a throwing dagger, a push dagger, which will
probably be called an elven dagger, an elven sword, a mace, a bow,
and a recurve bow, which will probably be called an elven bow after
a few more touches in inkscape.
EDIT: Seems like I'm on fire today. Four new weapons just appeared
out of nowhere. There's a rock, an orcish dagger, an orcish club,
and an orcish axe. Orcish weapons are of inferior quality whereas
dwarven and elven weapons are of superior quality.
February 26th, 2011
Weapon pics
Few hours of fiddling around with inkscape and three new weapons
are born. There's an elven throwing star, a dagger, an axe, and
the sword shown the other day with slightly more battle damage
than before.
February 24th, 2011
Wands and toons
I finally managed to finish the "theme" and descriptions of
wands. Unlike most of the other items that contain both harmful
and beneficial effects, wands are always beneficial to the user,
that is, as long as they're not cursed or used incorrectly. Due
to the low yield fantasy-WMD effect certain wands have, wands
and scrolls of recharging will be quite rare.
I also managed to implement spiked pit and spider web traps in
the game. Spiked pit is similar to a bear trap and causes damage
and snares the creature in place. Spider web snares the creature
and sometimes summons a spider to eat the trapped creature (the
spider part is not yet implemented but all the other snippets of
code leading to adding the spider to the map are done).
And then there's the cartoons. I haven't quite decided whether
I should go for the cartoon style as shown below, or go for
some other style for the graphics. Another thing that needs to
be decided at some point is whether there should be different
item qualities (uncommon, rare, epic etc.) like in most computer
games, or just items that the player can rename to match the
item's current properties.
Oh right, the image below has a sword that looks like a long
fat knife, a damaged sword, and a sad wolf.
January 28th, 2011
Combat log thingy
The game has printed stuff on the console window from the first
day but now it prints them on the screen, or combat log, as well.
The combat log consists of three lines that fade out when a new
line is printed.
The combat log is not limited to a single color though, as one
might expect from the image above. Every line can have multiple
colors and can be animated in a number of ways, including moving,
scaling, rotating, etc.
January 25th, 2011
The next two steps
I've had some nice resistance icons lying around on my hard drive
for months but I never seemed to have time to implement them in the
game until now. The game now has player abilities and resistances
displayed on the bottom of the screen. The numbers on the ability
displays show the current value and the base value. The numbers on
the resistance displays show the resistance against a regular hit
and a critical hit.
The reason why I chose to go the traditional roguelike way of
showing abilities on the game screen was that I kept drawing the
character screen over and over again with pen and paper and I just
couldn't come up with a layout that would look good.
January 23rd, 2011
Traps, maps, and programming
Two days of intense programming really pays off. I managed to
improve the map generator code in a way that it always connects
all rooms to the closest room instead of sometimes connecting
them through another room and creating potentially ugly corridors.
I also added bear traps and dart traps in the map generation
code along with the player actions related to them (search and
disarm). Those two traps also added five new ways for the player
to die, and those are two counts of stepping on the trap, failing
to break free from the bear trap, and two counts of failing to
disarm the traps.
January 13th, 2011
Another year and another backpack
Years fly by and UI elements just spawn out of nowhere. It's not
yet final though, as I still have to figure out the way I want to
handle money. If I choose to go for a simple solution where the
coins are stored in a single variable and shown on the backpack,
then there'd have to be some sort of display on the backpack.
If, however, I choose to go for the more "realistic" approach and
handle coins as items that take up inventory space, I'd have to
either create some way for the player to see the number of coins,
which leads to another choice, and that is whether to show the
number of coins directly or come up with an item, like abacus,
or an action, the player may use to count the number of coins.
Anyhow, here's a glimpse of the player's backpack with some items
in it.
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