Thursday, 17 March 2011


I've done some code to handle random townspeople on the town level, to give the town level a bit of atmosphere. I've not checked it into the repository yet, as its incomplete, but each townsperson will have its own unique behaviour and its own unique sayings.

I don't intend on these townspeople to be attackable, but I do hope to add some interaction between them, based upon their (randomly-generated) behaviours; for example, a drunken guardsman might do things differently than an angry guardsman.

Your pet cat is of course, the true master of the multi-verse, and all kills are dedicated to him. He remains on the town level to protect it from harm.

And to prove that this blog isn't immune from cat-blogging, here are my own fuzzy-overlords

(if you must know, their stats are: Num:547 Lev:100 Rar:2 Spd:140 Hp:20000 AC:150 Exp:60000 RFuss--- RFood---, and they have many deadly powers, and have never been defeated yet, except by shameless application of fuss and/or food)

Wednesday, 16 March 2011

Code Updates

Those who are observant will notice some code updates have been committed to the repository. I've actually done some coding on Kharne! (sound of cheering in the distance).

I've now got visible and smoother missile animation, as well as framework code for potion handing and town NPCs. This is an ongoing thing, when I get the code working I'll release v0.06 containing these features.

With regards to missile animation, for simple bolts etc, I wanted to ask a question of my readership: should their trajectories be plotted in the ASCII resolution, or should they be plotted pixel-by-pixel?

For example, consider the scenario below:

If the Storm Giant to the North of the player launches a missile, if it is plotted strictly to ASCII, it will zigzag towards the @, whereas it could be plotted smoothly and move at an angle instead if pixel-by-pixel plotting was used.

I'm divided between both options, hence why I'm asking.

Tuesday, 15 March 2011

Stygia completed

Well, I did it. I finished coding a roguelike, finally.

More details over at the Stygia blog.

I even looked at the Kharne code today. Its not as bad as I feared, even if it isn't C#. I should really implement potions, shouldn't I?

Sunday, 6 March 2011


I've started work on Stygia as a 7DRL. See for details and a devblog.