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Grid Bugs

Jan 7, 2017. Howl is a turn-based tactical game, where everything has an alternate form that is revealed under moonlight. I started this project to teach myself the rust programming language. And to experiment with entity component systems. The game is still in active development. Check out the source code on github. Note that the linux version of the game depends on sdl2 and sdl2 images. Fire: f, f again to fire, arrow keys move cursor, n/m switch targets. Close door: c followed by arrow key. Since the ...

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Grid Bugs | gridbugs.org Reviews
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Jan 7, 2017. Howl is a turn-based tactical game, where everything has an alternate form that is revealed under moonlight. I started this project to teach myself the rust programming language. And to experiment with entity component systems. The game is still in active development. Check out the source code on github. Note that the linux version of the game depends on sdl2 and sdl2 images. Fire: f, f again to fire, arrow keys move cursor, n/m switch targets. Close door: c followed by arrow key. Since the ...
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1 grid bugs
2 posts
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6 linux 64 bit
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Grid Bugs | gridbugs.org Reviews

https://gridbugs.org

Jan 7, 2017. Howl is a turn-based tactical game, where everything has an alternate form that is revealed under moonlight. I started this project to teach myself the rust programming language. And to experiment with entity component systems. The game is still in active development. Check out the source code on github. Note that the linux version of the game depends on sdl2 and sdl2 images. Fire: f, f again to fire, arrow keys move cursor, n/m switch targets. Close door: c followed by arrow key. Since the ...

INTERNAL PAGES

gridbugs.org gridbugs.org
1

Visible Area Detection with Recursive Shadowcast

https://gridbugs.org/visible-area-detection-recursive-shadowcast

Nov 16, 2015. Visible Area Detection with Recursive Shadowcast. Most games employ some form of visible area detection to simulate the fact that opaque objects obscure one's view of whatever is behind them. Is one of a handful of algorithms that compute visible area in worlds represented by 2D grids. This makes it suitable for use in roguelikes. This post will explain the recursive shadowcast algorithm. Screenshot from Dungeon Crawl Stone Soup demonstrating its visible area detection. Recursive shadowcast...

2

New Name

https://gridbugs.org/gridbugs

Sep 2, 2016. I've renamed this blog to Grid Bugs. To better reflect the true nature of roguelike development. 7 Day Roguelike 2017: Success. 7 Day Roguelike 2017: Consumables. 7 Day Roguelike 2017: Procgen and Explosions. 7 Day Roguelike 2017: Mechanics and Descriptions. 7 Day Roguelike 2017: Vehicles. 7 Day Roguelike 2017: Shopping. 7 Day Roguelike 2017: Day 1. 7 Day Roguelike 2017: Plan. 7 Day Roguelike 2016: Success. 7 Day Roguelike 2016: Ending. 7 Day Roguelike 2016: Polish. 7 Day Roguelike 2016: Plan.

3

Grid Bugs

https://gridbugs.org/4/index.html

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? How can we make this line more straight? This sequence can be thought of as groups of. The sequence of steps has become:. The second b...

4

Roguelike Lighting Demo

https://gridbugs.org/play/roguelike-lighting-demo

Movement: arrow keys/numpad (numlock off)/hjklyubn (vi keys). Wait: ./numpad 5. Fire: f, movement keys to navigate, enter or f to fire. Examine: x, movement keys to navigate, enter or x for details.

5

Grid Bugs

https://gridbugs.org/2/index.html

Mar 8, 2017. 7 Day Roguelike 2017: Mechanics and Descriptions. Today I implemented lots of small mechanics to add some depth to gameplay. I also added descriptions to many actions which are printed in the message log. Driving through acid now has a chance to destroy a tyre. When steering (moving up and down the screen), there's now a chance that it will fail. The more tyres you have, the greater chance of success. If the van has all its tyres, success is guaranteed. Mar 7, 2017. Today I added cars and mo...

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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 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 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.

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Grid Bugs

Jan 7, 2017. Howl is a turn-based tactical game, where everything has an alternate form that is revealed under moonlight. I started this project to teach myself the rust programming language. And to experiment with entity component systems. The game is still in active development. Check out the source code on github. Note that the linux version of the game depends on sdl2 and sdl2 images. Fire: f, f again to fire, arrow keys move cursor, n/m switch targets. Close door: c followed by arrow key. Since the ...

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