Building a Modern Roguelike in 2019

At numerous times I’ve created demos trying to figure out how to merge a traditional roguelike into a FPS without sacrificing it’s roots. Here’s an article I made in 2017. Unlike many others I don’t feel like just random maps makes a roguelike, I’ve even gone so far as saying no FPS is a roguelike. In this experiment I’ve tried to merge those ascii characters into the map itself and dropped the textures. The code can be executed and ran or viewed in its entirety on Github here. ...

November 13, 2019 · 1 min

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: 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. 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 actually like and that feels natural. I’ll follow down both roads further before making a discrete decision. ...

March 22, 2017 · 1 min