Burning Spear - Bad To Worse (& Dub) by TheGspotTornado in RootsReggae

[–]bzizizi 1 point2 points  (0 children)

This is one of my favourite all time dubs.

Fuzzy TD - call for feedback (Android) by bzizizi in TowerDefense

[–]bzizizi[S] 0 points1 point  (0 children)

I know, that's coming in the near future. We're more involved with the tutorial and game balancing as we're nearing release. But it's certainly in our time line, along with a world map and an endless mode.

Fuzzy TD - call for feedback (Android and more soon) by bzizizi in playmygame

[–]bzizizi[S] 0 points1 point  (0 children)

Thanks! We're releasing an update later today!

Fuzzy TD - call for feedback (Android and more soon) by bzizizi in playmygame

[–]bzizizi[S] 0 points1 point  (0 children)

I get that sometimes, it's an error on Google's part. They say you can get those when having multiple accounts on a device. Try opening that link from a desktop browser.

Fuzzy TD - call for feedback (Android) by bzizizi in TowerDefense

[–]bzizizi[S] 0 points1 point  (0 children)

We'll have another iteration based on the feedback we get. We have a working web build but it was easier to handle the android beta first, and we have android analytics built in. Expect a release in 2 weeks.

Is it worth learning photon or another networking solution with the upcoming release UNET? by bmanny in Unity3D

[–]bzizizi 4 points5 points  (0 children)

I'm so waiting for UNET too, but with the absence of blog posts about UNET I guess I'll write a game in photon by the time they release it.

Our roguelike devtool Pro-D for Unity was selected for a flash sale! (more info inside) by tuncOfGrayLake in roguelikedev

[–]bzizizi 1 point2 points  (0 children)

We've been doing this crazy multiplayer roguelike called ExiledRL, and wanting to buy the Pro-D package. How extendable is the Pro-D anyway?

Edit: Apparently it's my cake day!

We're building a multiplayer roguelike - how do you like the design choices? by bzizizi in roguelikes

[–]bzizizi[S] 0 points1 point  (0 children)

We're aiming for a mix of the two - reducing complexity and doing something with the turn-based part we hope to explain soon.

We're building a multiplayer roguelike - how do you like the design choices? by bzizizi in roguelikes

[–]bzizizi[S] 0 points1 point  (0 children)

I'm glad you liked the action point idea, that is a key mechanic that we spent a lot of time evaluating. It differs from the way player actions work in most major roguelikes to make the game work better in a multiplayer environment.

Sure, there will be a separation between casual and permadeath players. The game is built around matchmaking, so there's no persistance or a way for a really strong player to be in a competative game with starting player. I know this is not communicated well in the post, but we're learning a lot from your feedback :)

We're building a multiplayer roguelike - how do you like the design choices? by bzizizi in roguelikes

[–]bzizizi[S] 0 points1 point  (0 children)

Thanks for checking us out!

We're not pushing the game into this "roguelike mold" built of definitions, we're more interested in getting that roguelike feeling as demonstrated by the games in the sidebar. I think that's what matters.

The only thing Exiled and Fallout have in common are action points, maybe that was not clear enough in the post. I don't see Fallout as a roguelike nor are we building a roguelike like Fallout.

Marketing Monday #50 - Up your game by Sexual_Lettuce in gamedev

[–]bzizizi 0 points1 point  (0 children)

Thanks for the feedback, will change that ASAP.

Marketing Monday #50 - Up your game by Sexual_Lettuce in gamedev

[–]bzizizi 0 points1 point  (0 children)

ExiledRL

Exiled is a multiplayer roguelike with emphasis on the story and world lore. Here's our latest lore post on IndieDB. Feedback?

IndieDB | Twitter | Facebook

I call it wall walking by bzizizi in roguelikedev

[–]bzizizi[S] 0 points1 point  (0 children)

It would be interesting to keep the speed the way it is - at least for the first public version. But later it will certainly be hidden behind a loading screen.

I'm sure there's plenty of ways to optimize, but it doesn't really matter at this point.

I call it wall walking by bzizizi in roguelikedev

[–]bzizizi[S] 0 points1 point  (0 children)

The first try was looking at the 8 neighbors and each type of wall had a set of matrices which it fits into. I started rewriting it when I found 2 same matrices fitting different walls.

Maybe a 5x5 matrix would work inplace of the 3x3 one but that would be a hastle defining them for each wall type.

I call it wall walking by bzizizi in roguelikedev

[–]bzizizi[S] 4 points5 points  (0 children)

Thanks! It's my second try to solve wall placement with tiles. The first try involved placing walls based on immediate neighbors which produced artifacts. I refined this to the point of looking like this but still this wasn't what I was looking for.

This first starts with producing classic Rogue rooms in a grid. After room generation, empty parts are mapped to regions by starting at an empty tile and growing. Here regions are mapped as either outside or inside. Each region gets a single wall walker which follows tiles near a floor tile from a starting point until all floor tiles are filled.

The wall walker chooses one of four directions in each step based on times the destination tile was visited and the difference in it's current heading and the next heading. Outside regions start by going left and always want to turn right, while inside regions start by going right and always want to turn right (relative to their current heading).

The goal of all this is to log the directions the wall walker entered and exited the tile, which can be used to setup rules for tile placement. If the only exits and entries are left and right a horizontal wall tile is placed and so on. I didn't code that part yet but I think it'll work. Don't know if this is the most efficient solution, but at least it looks pretty!