home.social

#roguelikedev — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #roguelikedev, aggregated by home.social.

  1. #ZMAngband #traditionalroguelikes #roguelikedev hello my folks, you can download the latest version of yours truly's variant, VII.19, which has been released today! Comes with less bugs, more more on gameplay and more stuff that you can always check on the machete_readme.txt! Go get it!

    jose-machete.itch.io/zmangband

  2. #ZMAngband #traditionalroguelikes #roguelikedev hello my folks, you can download the latest version of yours truly's variant, VII.19, which has been released today! Comes with less bugs, more more on gameplay and more stuff that you can always check on the machete_readme.txt! Go get it!

    jose-machete.itch.io/zmangband

  3. To make Roguefort, I ripped code and ideas from nearly a decade of unfinished game projects (including one in the R language!). So they are all officially dead now.

    But I'm planning at some point to resurrect my traditional ASCII BBS-style roguelike, MARCHES OF MURIAS

    #roguelikedev #indiegames

  4. To make Roguefort, I ripped code and ideas from nearly a decade of unfinished game projects (including one in the R language!). So they are all officially dead now.

    But I'm planning at some point to resurrect my traditional ASCII BBS-style roguelike, MARCHES OF MURIAS

    #roguelikedev #indiegames

  5. #Cogmind Beta 17 "X0-1V1" is released!

    The famous god from DCSS gives Cogmind an alternative roller coaster start? This isn't your normal Unchained...

    Full release notes and demo images: store.steampowered.com/news/ap
    #roguelike #roguelikedev

  6. #Cogmind Beta 17 "X0-1V1" is released!

    The famous god from DCSS gives Cogmind an alternative roller coaster start? This isn't your normal Unchained...

    Full release notes and demo images: store.steampowered.com/news/ap
    #roguelike #roguelikedev

  7. Larkenx's Extended ASCII Previewer is back! Now hosted on a new site together with upgraded functionality, preview generated maps with your preferred fonts and color schemes: ascii.larkenx.me/?theme=Dracul
    #roguelikedev #gamedev #ascii

  8. Larkenx's Extended ASCII Previewer is back! Now hosted on a new site together with upgraded functionality, preview generated maps with your preferred fonts and color schemes: ascii.larkenx.me/?theme=Dracul
    #roguelikedev #gamedev #ascii

  9. Roguefort Demo 0.5.16 is now out. It ships a bunch of fixes and a big update to taverns I've been wanting to release for a few weeks now, including the debut of the G̶w̶e̶n̶t̶ WHEELS OF WAR card game you can play in taverns store.steampowered.com/news/app/427... #roguelikedev #indiegames #indiedev

    Roguefort - Taverns Reborn - a...

  10. #ZMAngband #roguelikedev #traditionalroguelikes VI.06 (of '06) latest version is up and ready to download! Diabolically immersive and demoniacally fun! Let the blood rituals, prayers, zcreaming, doors that slam, and some more newly added actions, take you on a hell ;) of a journey!
    Link in bio!

  11. Welcome to Roguefort Demo 0.5.14, now live on Steam Play in 1990s-style grid crawler 3D mode. An open world of your wildest dreams awaits... store.steampowered.com/news/app/427... #roguelikedev #indiegames #gaming #3d #pixelart

  12. Welcome to Roguefort Demo 0.5.14, now live on Steam Play in 1990s-style grid crawler 3D mode. An open world of your wildest dreams awaits... store.steampowered.com/news/app/427... #roguelikedev #indiegames #gaming #3d #pixelart

  13. #ZMAngband #roguelikedev #traditionalroguelikes next release due to: 6th of 6 of 2026. Blood magic rituals are a reality now, along with praying, zcreaming, kicking doors, eating corpses, drinking stale water from trap pits, suffering trapped doors and a major gameplay overhaul... This Z variant is... Diabolically fun!

  14. #ZMAngband #roguelikedev #traditionalroguelikes next release due to: 6th of 6 of 2026. Blood magic rituals are a reality now, along with praying, zcreaming, kicking doors, eating corpses, drinking stale water from trap pits, suffering trapped doors and a major gameplay overhaul... This Z variant is... Diabolically fun!

  15. #ZMAngband #roguelikedev #traditionalroguelikes did somebody say anything about drawing pentagrams on the ground? Bc now, yea, you can do. At your own risk.

  16. #ZMAngband #traditionalroguelikes #roguelikedev Just when you thought this variant could not get crazier... Now you can _pray_ (O_o) Praying adds flavour (without going down the religion rabbithole eh) and well... Pretty much anything can happen. Can be good, or can draw the wrath of your deities. My goodness. Unhinged.
    Ctrl+r gonna be the mapping for it.

  17. The Roguefort demo is getting a final end game dungeon called THE DEEPHEART and it has 26 levels and a giant 4x4 multi-tile fire-breathing dragon as the final boss but it takes a long time, even on god mode, to get through these floors #indiedev #indiegames #roguelikedev

  18. @kde got to learn about kdevelop ide while looking to get away from vs, and I'm so mad at you :/ ...with kdevelop i am enjoying coding so fckn much that I cannot get away from my laptop. I should mention you guys in the readme.txt in my roguelike variant.
    Seriously now, thank you very much. #roguelikedev #traditionalroguelikes love #kde !

  19. @kde got to learn about kdevelop ide while looking to get away from vs, and I'm so mad at you :/ ...with kdevelop i am enjoying coding so fckn much that I cannot get away from my laptop. I should mention you guys in the readme.txt in my roguelike variant.
    Seriously now, thank you very much. #roguelikedev #traditionalroguelikes love #kde !

  20. #ZMAngband #roguelikedev #traditionalroguelikes wow! Is it just me or the variant has gotten a tad bit harder with the last updates? Specially w/ a lot of actions making noise and doors that occasionally get stuck when opened/closed? Also w/ the slowing down on loot/items :/ feels harder for sure, but, balanced. Oh and bc the target bug gone, casters have gained competitivity in exponential amounts.
    Already writing down more stuff to code in!

  21. #ZMAngband #roguelikedev #traditionalroguelikes V.22 is up and ready for grabbing and enjoying the targeting system without the bug that was crashing the game. Paired it with a big rework on how the Classes affect the choice of magic school.
    Go grab your copy!
    Savefiles will work but better start a fresh character.

  22. #ZMAngband #roguelikedev #traditionalroguelikes Hello there! I thought you would be glad to know the unglorious targeting ​bug is on its way to be solved after this long time. Gonna release an update following the latest one yesterday, as soon as the test runs keep on going fine. Thank you! 
    (Hard one to crack)

  23. #ZMAngband #roguelikedev after a bunch of hours scourging stackoverflow's ancient posts, I think I smashed a historic bug. Gotta do more testing, but so far, no crashings when targetting. #crossfingers

  24. #ZMAngband #traditionalroguelikes #roguelikedev bottom line, next V.20 brings a massive re-work on gameplay. Actions realistically cause noises and smells that WILL BE noticed. The combat system now is more roleplay oriented. Rods give messages when activated (to be applied to all magic items next update, lot of work) and some more stuff.
    Tomorrow will be the day!

  25. #ZMAngband #traditionalroguelikes #roguelikedev bottom line, next V.20 brings a massive re-work on gameplay. Actions realistically cause noises and smells that WILL BE noticed. The combat system now is more roleplay oriented. Rods give messages when activated (to be applied to all magic items next update, lot of work) and some more stuff.
    Tomorrow will be the day!

  26. #ZMAngband #traditionalroguelikes #roguelikedev this might be controversial but makes me happy: Unpopular opinion, the healt-o-meter sucks for many reasons and DCSS way feels more roleplaying oriented, sooo, enter new feature, in combat you see if a monster is "Engagd" or "Disengagd" based on that creature will to fight you. Press 'look' upon any monster to check their health if you really need it.
    When you play ttrpg's, numbers and technicities stay behind the DM's screen.

  27. @getter7seven you are going to like this newly coded feature. Remember that time we were speaking ot possible effects on handling doors? You got it. Doors can now make screeching sounds when opening or closing, with ripple effects around you. Thought about attaching traps too, but since the function is the same as for opening chests, ended up leaving it at doors. Still a heck of a fun thing that will be included in next release!
    #ZMAngband #traditionalroguelikes #roguelikedev

  28. #ZMAngband #traditionalroguelike #roguelikedev can you believe it? I had to wake up a Goblin for strategic reasons and found out that there is no action for screaming. So, had to code it in. Now ctrl+z (zcream) is a thing too!

    Edited a typo ;)

  29. ...Oh the moment I seen it working felt like victory :)) and you get some food points but also get sick from drinking it xD
    ...So, bottom line, this variant is starting to look interesting...
    Thank you my #roguelikedev wild bunch for the inspiration. I love you my folks.

  30. #ZMAngband #traditionalroguelikes #roguelikedev well, this time I thought @conornally would be proud of me! Thread:
    I have been all my vacation days diving the ancient Z Code, and I'm quite satisfied with how the next release is getting shaped. Multiple minor fixes and improvements coded in, for the sakes of less bugs (found three so far) and better/smoother gameplay. Implemented things I never would have even dreamt of achieving, like glowing terrain and attaching noise to actions like...

  31. #ZMAngband #traditionalroguelikes #roguelikedev well, this time I thought @conornally would be proud of me! Thread:
    I have been all my vacation days diving the ancient Z Code, and I'm quite satisfied with how the next release is getting shaped. Multiple minor fixes and improvements coded in, for the sakes of less bugs (found three so far) and better/smoother gameplay. Implemented things I never would have even dreamt of achieving, like glowing terrain and attaching noise to actions like...

  32. Roguefort Demo 0.5.3 is now live on #Steam A perfect time to jump in, with a huge raft of new content and features, including the ability to set the game on fire #roguelikedev #indiedev #indiegames store.steampowered.com/news/app/427...

    Roguefort - Roguefort v0.5.3 -...

  33. Roguefort Demo 0.5.3 is now live on #Steam A perfect time to jump in, with a huge raft of new content and features, including the ability to set the game on fire #roguelikedev #indiedev #indiegames store.steampowered.com/news/app/427...

    Roguefort - Roguefort v0.5.3 -...

  34. #ZMAngband #traditionalroguelikes #roguelikedev squeezing the juice outta these vacation days, caffeine-fueled, metal music soundtracked, working on rewriting hardcoded features, fine-tune, recompile and run for trying out the changes. Lots of hours into the next release. Should be ready for the upcoming weekend, give or take a couple days.

  35. Like 8 years ago as a proof-of-concept, I wrote a game engine for 2D text-based games in Perl, off the back of reading Game Programming Patterns. I used that engine to write a basic implementation of Pong, and a barebones roguelike.

    A couple of weeks ago, for reasons I cannot remember, I picked up that code again and started building out the roguelike… and I’m really enjoying it!

    But now I think I want to port all of it away from Perl to something else. It’s only ever gonna be a game for me. But I’d love to be able to play it in a browser, and Perl doesn’t really have a good story there AFAICT.

    And I like the idea of participating in a game jam for shits and giggles.

    So maybe ClojureScript? Or I came across let-go the other day, and it can compile to wasm, and also as a static binary? I guess I’m just looking at Clojure-y options…

    #roguelikedev