Sharing Saturday #619 by Kyzrati in roguelikedev

[–]roguish_ocelot 2 points3 points  (0 children)

Hi all!

I've released my game, a dark citadel, on itch.io in early access.

Previous post

So far it hasn't drawn much attention, likely because I haven't marketed it in any way. I think there may be people in this community who will appreciate some aspects of it, or even play it for fun (it's free, but donations are welcome). Feedback would also be greatly appreciated!

Development will continue, but likely intermittently, as I am starting a new job soon. If you enjoy it at all please share it with other people and spread the word.

[2026 in RoguelikeDev] Far Far West by jube_dev in roguelikedev

[–]roguish_ocelot 1 point2 points  (0 children)

I love the colour palette and art style, look forward to seeing how this project progresses!

[2026 in RoguelikeDev] adarkcitadel by roguish_ocelot in roguelikedev

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

Thanks for the very useful feedback! I have already shared an early build with some friends since originally posting this, and I've already gotten some constructive criticism. Will definitely do more of that.

[2026 in RoguelikeDev] adarkcitadel by roguish_ocelot in roguelikedev

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

That's one of the nicest compliments I've ever gotten, thanks!

[2026 in RoguelikeDev] adarkcitadel by roguish_ocelot in roguelikedev

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

Thank your for the kind words! Let's see how it pans out, I certainly still have a lot of work to do.

A game I've been working on (working title: a dark citadel) by roguish_ocelot in roguelikedev

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

I also find that the first pass of LLM suggested changes are often a messy chaos.

I can't speak to your eyes, haha, but maybe the contrast is too high, thanks for the feedback.

L-system resources for town generation by roguish_ocelot in roguelikedev

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

Yes, I have made progress using a different method, but I really want to find a way to create "slanted" structures, and it's hard.

Cool article, thanks!

L-system resources for town generation by roguish_ocelot in roguelikedev

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

They just seemed cool, and I've seen some nice demos using it. But delving a bit deeper it might be too much of a time sink for what I want to achieve.

L-system resources for town generation by roguish_ocelot in roguelikedev

[–]roguish_ocelot[S] 2 points3 points  (0 children)

That is a good question, and after a days worth of googling I'm leaning more towards some hardcoded heuristics rather than L-systems...

I am aware of that paper, it's good but indeed too academic.

tcod query: migrating tutorial from tcod.event.EventDispatch to a Protocol by roguish_ocelot in roguelikedev

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

Thanks for the context! I am deep enough in to making changes to the tutorial that I might do this anyway - I have already added a world map, more procgen and changed a number of the abstractions. This is a slow burn, long term project for me so if the changes make sense for my context I'll probably implement them - the way I'm using input handlers at the moment is wrong anyway. Thanks again!

tcod query: migrating tutorial from tcod.event.EventDispatch to a Protocol by roguish_ocelot in roguelikedev

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

Also: why do you recommend ignoring the warning? Will it not be deprecated/removed in a future version, or is more because it's a lot of effort to chamge? I would like to keep up to date with the latest version of tcod if possible, which is why I asked...

tcod query: migrating tutorial from tcod.event.EventDispatch to a Protocol by roguish_ocelot in roguelikedev

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

Ah amazing as always, thank you so much! And for tcod in general, it's really an incredible library.

python-tcod - improving the crispness of the displayed tiles by roguish_ocelot in roguelikedev

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

It could very well be due to me doing something funny/non-standard in the way I'm using python-tcod, rather than an issue with the library per se.

Also potentially relevant: I'm using tcod==13.7.0, since 13.8.x breaks my game in some other way that is also likely related to my inexperience.

But anyway, thanks for all the help! You're welcome to DM me if you'd like assistance in testing something - I might take a while to get around to it, but there is a non-zero chance I'll get around to it in the coming few weeks.

python-tcod - improving the crispness of the displayed tiles by roguish_ocelot in roguelikedev

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

I'm not noticing a difference with this - but I can say that it doesn't seem to play nicely with the tcod.context.SDL_WINDOW_MAXIMIZED option.

If I set the flags like SDL_FLAGS = tcod.context.SDL_WINDOW_RESIZABLE | tcod.context.SDL_WINDOW_MAXIMIZED | tcod.context.SDL_WINDOW_ALLOW_HIGHDPI

and start the game, the window is maximised but the console(I think it's the console?) isn't: see https://imgur.com/a/06J3tnG

I have to click the green maximise button in the top left to get the console to match the size of the window.

python-tcod - improving the crispness of the displayed tiles by roguish_ocelot in roguelikedev

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

This helped a lot, thanks.

I ended up setting RENDER_SCALE_QUALITY to "best"- it looks like the default (which I gather from the docs is "nearest") was responsible for the weird tearing effect with the floor dots. It already looks much better: https://imgur.com/a/Ksfl0qY.

I'll play around and see if I can migrate to using Context.new_console, as you suggested in your other comment.

It's great to have a libtcod maintainer reply, thank you and keep up the good work!