'Tis a fairly small release, though I did finally manage to track down certain targeting bug that has been in the game since the beginning.
Dec 17, 2012
Sep 16, 2012
Sep 3, 2012
I've tried a handful of roguelikes over the summer but with each of them I very rapidly got a feeling of not wanting to play them, and just quit. And writing about a game one haven't even played for half an hour is dumb in my opinion. So I guess fun and games are on hiatus till I stumble upon a roguelike that actually makes me want to play it.
Jun 7, 2012
Every sensible programmer knows one should not repeat himself by writing (or rather, copy-pasting in this case) the same code multiple times. But since I was in a hurry with Drakefire Chasm, I didn't bother doing all the stuff properly, and had multiple places taking input separately. And so, incorrect vi keys in the first function were copied all over the place.
I blame triple-A games for luring me in with their high production values and preventing me from playing (and developing) those roguelikes. Thus May's Monthly RL comes a bit late. But I guess it's better late than never.
May 4, 2012
Apr 30, 2012
Apr 13, 2012
It's here -- Drakefire Chasm v1.1. And it's more difficult than ever before! No, seriously; the earlier versions had couple bugs that made the game too easy and actually possible to win. I even beat it myself couple times. And now it's all fixed.
Mar 31, 2012
I decided to try a roguelike that uses libtcod for a change and ended up downloading Jeff Lait's "once again even still yet another" 7DRL, Vicious Orcs, one of the last year's entries.
Mar 20, 2012
Mar 19, 2012
Mar 18, 2012
Mar 11, 2012
Drakefire Chasm is known for its dragon inhabitants. Over the decades, brave and greedy adventurers have dwindled down the numbers of the scalykind, however, yet some still remain, and the many caves of the Chasm keep drawing treasure hunters even today.
Feb 29, 2012
In Z's Hydra Slayer your goal is to clear a cave system filled with hydras of all kinds. Hydras have a nasty habit of growing heads back if the creature is not killed outright. Different weapons chop off different amount of heads, and thus some tactics are required.
Feb 27, 2012
The new project is... progressing. Currently, I have pathfinding zombies in a randomly generated forest map with few items laying on the ground. They can be picked up and get auto-equipped when possible. Otherwise the inventory is not functional yet and that's what I'm currently working on.