Textures make a difference

Textures make a difference

I've been playing around with textures in exploring the bleak to see how much of a difference it would make. Essentially I'm torn between two ideas:

  1. Make the floors all a plain color and glow them based on the environment color so as not to be too realistic and keep a more roguelike feel.
  2. Struggle with having textures that blend together between sectors so it has a more natural feel albeit simple in perspective to traditional 3d games.

At the moment I'm leaning towards number two, but I haven't been able to reproduce a reliable glow postprocessing effect that I

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No FPS is a Roguelike

No FPS is a Roguelike

I've struggled with the concept of merging the roguelike turn-based system with a FPS. Having a turn based on when you fully leave a cell makes the monsters seem jumpy which doesn't make for very nice gameplay. Because I believe turn-based systems are core to roguelikes and first person shooters can't be turned based in a cohesive way, I've dropped the FPS perspective altogether and pulled the camera above the player.

7DRL Day 2

  • Dropped the morphed terrain map for a scene that grows collections of boxes and planes as the map is discovered. Maps can now be infinitely grown

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Building A Modern Roguelike in 2017

Building A Modern Roguelike in 2017

Building games has become easier to do with the increase in quality of tooling and specialization software. The unfortunate side effect is the developer has to become more trained and specialized in a variety of facets in order to maintain competency in the field. Ergo building games is also harder.

This year for the 7DRL competition I've been pretty lazy, which doesn't help much to making deadlines. Setting aside "playing" games for "making" games I decided to finally venture into the competition whole heartedly.

Day 1 (March 8th)

  • I've utilized a generic BSP algorithm to make a map.
  • I've pressed

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