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  • Another Roguelike Lighting Demo

    2017-12-10 in gamedev roguelikes lighting project

    In keeping with my habit of making game engines rather than entire games, here’s a demo that was originally meant to be a game, but I got sidetracked by making it pretty and lost momentum. This has happened before. It’s just another step on the path to enlightenment. This post describes some of the new things I tried.

    screenshot

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  • Modifying Entity Component System for Turn-Based Games

    2017-04-01 in gamedev roguelikes

    This article describes my modifications to the Entity Component System (ECS) architecture pattern to better support a turn-based game loop. This involves implementing game logic in actions which describe changes to the game’s state, and rules which prevent certain actions, and trigger additional reactions. The combination of actions and rules replace the traditional idea of systems.

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  • Programming Languages Make Terrible Game Engines

    2017-03-25 in gamedev roguelikes

    This is the first of a series of posts I’m writing to explain the inner workings of the game engine I used for my 7DRL: Apocalypse Post. It motivates one of the problems I set out to solve with the engine - how to represent the types of game entities.

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  • Apocalypse Post

    2017-03-11 in gamedev roguelikes project 7drl

    Apocalypse Post is a procedurally-generated, turn-based tactical shooter set in a post-apocalyptic future, where you carry mail between survivor camps in your trusty delivery van, all the while fending off attacks from bandits and zombies. Between each delivery run, buy weapons and armour to upgrade your van to cope with ever-increasing numbers of enemies.

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