takestairs.net
Posts
http://takestairs.net/posts
Sep 2, 2016. I've renamed this blog to Grid Bugs. To better reflect the true nature of roguelike development. May 4, 2016. Mar 11, 2016. I wrote this game for the 2016 7 Day Roguelike challenge. Mar 11, 2016. 7 Day Roguelike 2016: Success. It's now Friday night (technically Saturday morning). Tomorrow morning it will have been 1 week since I started work on Skeleton Crew. This is the final entry in my development log. Mar 10, 2016. 7 Day Roguelike 2016: Ending. Mar 9, 2016. 7 Day Roguelike 2016: Polish.
takestairs.net
Take the Stairs
http://takestairs.net/index.html
Sep 2, 2016. I've renamed this blog to Grid Bugs. To better reflect the true nature of roguelike development. May 4, 2016. Straight line from @ to Z, made up of steps to the east and northeast. Splitting the line into its cardinal and ordinal components. First attempt at a straight line. The sequence of steps in the image above is:. A close look reveals a slightly longer diagonal section at the Z end of the line. So what's missing from the definition of as spread out as possible? As spread out as possible.
takestairs.net
New Name
http://takestairs.net/gridbugs
Sep 2, 2016. I've renamed this blog to Grid Bugs. To better reflect the true nature of roguelike development. 7 Day Roguelike 2016: Success. 7 Day Roguelike 2016: Ending. 7 Day Roguelike 2016: Polish. 7 Day Roguelike 2016: Pathfinding. 7 Day Roguelike 2016: Procedural Generation. 7 Day Roguelike 2016: Day 1. 7 Day Roguelike 2016: Plan. Encoding Rules for Turn-Based Games. Visible Area Detection with Recursive Shadowcast. Cellular Automata Cave Generation. 2D Phong Illumination in WebGL.