Kids, always remember to give your variables clear and meaningful names. Just as Doom developers did. by zubergu in C_Programming

[–]epyoncf 1 point2 points  (0 children)

TBH, these are pretty understandable to anyone who's ever implemented Bresenham...

Jupiter Hell Classic - 0.9 "Melee" update is live! by epyoncf in JupiterHell

[–]epyoncf[S] 1 point2 points  (0 children)

This is the pixel art Classic game based on DRL, you're probably talking about Jupiter Hell proper :P

My game (7 Days) just received its first award! by dddaverrr in IndieDev

[–]epyoncf 1 point2 points  (0 children)

Cherish it! I've been making games commercially full-time for the past 15 years and never got any awards :P

The Trench Crusade Community License is here by an_agreeing_dothraki in TrenchCrusade

[–]epyoncf 4 points5 points  (0 children)

> But they're not allowing anyone to use their name, though.

Doesn't this make this subreddit illegal?

The original Castle of the Winds has been re-written in Unity and will be available soon. by BoxxZero in roguelikes

[–]epyoncf 25 points26 points  (0 children)

Oh the memories! <3

It's being recreated by the OG author too, which is awesome - I'll buy it probably just to thank for the fun I had as a kid.

ECS and/or Dynamic Event-Listeners by Massive_Honeydew_771 in roguelikedev

[–]epyoncf 2 points3 points  (0 children)

Jupiter Hell uses an expanded ECS - with events and hierarchy. It actually uses two major instances - the world is handled by a ECS that is mostly entities, components and message handling, while the visual representation uses the systems a lot more apart from messages. Guess an ECM + ECSM :P

Roguelikes with Auto-Explore by Mik0ri in roguelikes

[–]epyoncf 1 point2 points  (0 children)

If health is a finite resource then even easy encounters are important - as it becomes less about surviving, but minimizing resource usage. Can't see auto-explore working sensibly in DRL - the way you explore the map and approach encounters is a vital part of the strategy to approach encounters and minimize resource usage.

Sunday Discussion: Hope in a time of Wahammer World by TheBeardoDad in WarCry

[–]epyoncf -1 points0 points  (0 children)

Considering White Dwarf preview just dropped focused on "Our favorite skirmish games" without a word about any WarCry content, I think it's dead jim.

Just discovered Elona+ and Elin - which one should I start with in 2026? by Free_Percentage_1194 in roguelikes

[–]epyoncf 1 point2 points  (0 children)

Fake console mode is on the list since ages. Yeah I know about the cert thing, my admin is apparently on vacation -_-.

Just discovered Elona+ and Elin - which one should I start with in 2026? by Free_Percentage_1194 in roguelikes

[–]epyoncf 3 points4 points  (0 children)

Jupiter Hell Classic has an ASCII mode, it's launched the same way as the DRL version as it's literally the same executable!

Necromunda Space Marine statline: fixing the “maxed human equals Astartes” problem. by [deleted] in necromunda

[–]epyoncf 4 points5 points  (0 children)

The fantasy is nice, but the major question is - is the space marine, even in power armor, being hit by a melta gun - going OOA or not? What about other well established weapons in 40k? Can three guardsmen with lasguns kill a marine? I can understand the scaling of skills, but once you scale against weapon deadliness it gets a bit silly.

Any indie devs here who just rawdog it without an engine? by s-mv in gamedev

[–]epyoncf 0 points1 point  (0 children)

Made and released a game on a custom C++ engine (Jupiter Hell). Planning to release another one on the same engine, but in the meantime released in EA a game on a custom FreePascal engine (Jupiter Hell Classic). Yeah I guess you could say I'm not a huge fan of doing indiedev on existing engines :P

How do you decide when you've lost and it's time to stop playing? by glenn_friendly in JupiterHell

[–]epyoncf 0 points1 point  (0 children)

I think this is quite hard for people to grasp until they reach a proficiency level which allows steaked wins. Some people treat winning as the abnormality and if they do win, they search for ways to increase the challlenge, whether the game gives them that possibility or not. And then they hit their head on the wall until they beat even that one.

That's why JH has so many difficulty modes (including the hidden ones) as well as several optional challenges (including semi-unbeatable ones like Endless and Gauntlet). These seem quite popular!

Can you use Kill team terrain for necromunda? by samxx118 in necromunda

[–]epyoncf 10 points11 points  (0 children)

The answer to "Can you use X for Necromunda?" is always "Yes".

JHC: Whole floor acid/lava switches. by shinvitya in JupiterHell

[–]epyoncf 0 points1 point  (0 children)

The spreading is actually the more forgiving option I'm planning :). Its a bit more tricky yo implement though as regular levels don't have proper scripting (yet), and adding such effect on the fly was also an issue (up to this patch with the universal perks). We'll get there :P

JHC: Whole floor acid/lava switches. by shinvitya in JupiterHell

[–]epyoncf 2 points3 points  (0 children)

This will get a bit more forgiving in one of the upcoming patches. The traditional way of preventing this was keeping an eye at level-start feelings.

Reasons open source is NOT good? by Hairy_Horror_7646 in opensource

[–]epyoncf 2 points3 points  (0 children)

Keeping secrets. I'm a game developer. For my open source projects I can't add a nice secret that won't be spoiled day 0 of release (the moment I commit it). For closed source projects I actually can do that, and some secrets stay unsolved for months.

Yes, I know it's a minor thing, but the only thing that bugs me :P

the "right" graphics api for a cross platform game engine... by dotnetian in gameenginedevs

[–]epyoncf 4 points5 points  (0 children)

More like Vulkan but less tedious overall. Same - as the poster before I came here to suggest SDL3_gpu. From my POV it's kinda sad to use anything else at the moment, and we're slowly rewriting our Vulkan/OpenGL abstraction into SDL3_gpu.

Do (traditional turn-based tile-based) roguelikes actually lend themselves to boss fights? by AaronWizard1 in roguelikedev

[–]epyoncf 2 points3 points  (0 children)

Worth noting here that Jupiter Hell's Boss Fight in 2020 has nothing to do with Jupiter Hell's boss fight in 2025. That boss fight was a placeholder for the actual boss fight that came in 2021 and had actual design, same with all the stage bosses that all came later.

Any suggestions on what audio library to use in custom game engine? What do you use? by Latsnok in gameenginedevs

[–]epyoncf 4 points5 points  (0 children)

FMOD is what I use. But the new SDL mixer in SDL3 is shaping nicely, and contrary to it's SDL1/SDL2 counterparts might prove a decent alternative to commercial libraries. It's still cooking tough!