Archive for the ‘News’ Category

IRDC Presentations

June 5th, 2012 3 comments

I’ve now uploaded most all of the slides from the IRDC presentations:

I have videos of the whole event, and a separate audio recording too (since the video sound is poor). However I could badly do with a volunteer to help clean up the audio and edit the videos into small chunks, as I have little time (or skill) to do this myself. Any help would be much appreciated.

Also note that my slides make zero sense without videos :/ I personally prefer presenting from just pictures so I avoid the trap of just reading off the screen. I might try making some Youtube videos of me just talking over relevant slides and video…

Event was an awesome success by the way. A big thank you to everyone who took part and helped out. The presentations were all cool, and the showcase was excellent. It’s exciting to see what people are privately working on. Lots of fantastic chat too. Easily some of the best hours of chat I’ve had in my life :) Many interesting things covered, and lots of ideas and inspiration spread around. Hmm, now to go work on Rogue Rage more… er, some sleep first though.


My roguelike tattoo

May 5th, 2012 7 comments

Perhaps some might think this is kind of weird, but I’m rather proud of the games I’ve made, so for my 29th birthday I’ve gotten a tattoo to represent them all:

Roguelike Tattoo

Each @ is coloured by the theme of one of my games, in order: Gruesome, Toby the Trapper, Unstoppable, Broken Bottle, Run from the Shadow, Harrowed, sick peter, Rogue Rage (to be released shortly).  And yes, any future games will have to be added in a line  :)

A couple more shots:

Roguelike Tattoo on my right wrist

Close-up of my roguelike tattoo - a series of @ symbols


7DRL 2012 start: Rogue Rage

March 10th, 2012 Comments off

Rogue Rage will be a melee-centred roguelike which tries to cut out all the crap and make basic bump to attack fun.  No inventory, no special key presses, no experience system, no game log, no dice rolls, no stats, no to hit calculations.  The focus is entirely on your character and how he moves with respect to his enemies, with deterministic combat making it a tactical game.  This is supported by a passive attack system (you will always attack adjacent enemies, with certain rules applied), with bumping into enemies triggering special effects dependant on your stance (stance-changing is easy and you learn new stances by beating bosses).  Also has a rage meter than when filled give you temporary super-powers.

Those are the intentions anyway.  We’ll see how it all turns out  :)  I’ll be using the T-Engine, since it served me immensely well last year and it can help add a few cool graphical things.

Good luck to everyone taking part!  The end of the 7DRL week is even better than Christmas, and I’m looking forward to trying out everyone’s cool new games.

44 Votes on Roguelike of the Year!

December 29th, 2011 1 comment

Okay, so it ain’t exactly matching the 700+ votes of ToME4, but 35 votes for Broken Bottle and 9 for Run from the Shadow is extremely gratifying for me. 9% of the games got over 80% of the votes in the poll, so even getting 1% is fantastic. Broken Bottle has been the highest voted 7DRL this year, which is pretty damned great in my books. Thanks a lot to those who voted!

2012 is almost upon us. The votes for Run from the Shadow remind me that I really must polish it up and produce a far better version. With that in mind here are some further ideas in my head for the coming year:
– Port Gruesome and Toby the Trapper to the T-Engine, with updates to both (including massive updates to Gruesome)
– Port Unstoppable to Android (will likely never happen, but it’s a nice thought)
– 7DRL based on sanctity, rage and revenge (come on, March!)
– Make a *Band/DoomRL hybrid called Hobbits with Guns (a much bigger project)
– Make a massive procedural story-based roguelike that’ll blow the world away (I’ll almost certainly never find time for this, but I have some cool ideas that I’d like to play with at least)

I dunno what I’ll actually achieve, but I am itching to make some new stuff next year. I’m still very much a newbie roguelike dev, and I have a lot to learn with the T-Engine especially, but whenever I get the time to code it’s still fun to discover new things. I worry that if I ever get beyond the newbie dev stage I’ll find the whole experience dull…

Oh, and keep your eyes peeled for some very very cool interviews and features on Roguelike Radio. 2011 has been a nice beginning for the podcast, and I have high hopes that 2012 will be even better.


Gruesome, Trapper, Unstoppable on N900

October 21st, 2011 Comments off

Some clever chap has ported my FreePascal games to the Nokia N900. With their relatively low number of keys they should be fairly playable on the small device. Details are here:

Broken Bottle on Youtube

June 24th, 2011 Comments off

A guy by the handle of ImpotentLper has done 3 “Let’s Play” style videos of Broken Bottle: 1, 2 and 3. He narrates them with quite a cool throaty American voice (rather fits the main char of the game, I’d say) and he seems to have a number of other interesting videos of roguelikes.

His preferred method of play involves abusing alcohol so he can kill kids. I do find it interesting how easily gamers become hooked on this optimal play style… Everyone has their own addictions, eh? He says he enjoys the story, but I have to wonder if he’s missing out on much of the hallucination texts. He also doesn’t seem to notice that his sight is severely restricted by his headgear later in the game, making life much harder for himself. Anyway, it’s nice to see my game appreciated by others, and very interesting to watch how someone else plays it. Thanks, ImpotentLper!

Broken Bottle 1.2 released!

June 3rd, 2011 2 comments

This is tweak release to balance a couple of gameplay elements and alter a few bits of text in the game.

Windows download here.
Mac and Linux users will have to get beta 27 of the T-Engine and extract the game’s module folder to the /game/modules/ directory of the T-Engine.

– Increased starting HP from 20 to 25
– Decreased junkie attack power and accuracy
– Added variety to player killing messages depending on enemy and drunken state
– Several small text tweaks and additions in story elements.
– Slightly decreased withdrawal rate (you’ll see hallucinations less quickly)
– Much much lower and less frequent hp penalties from heavy alcohol abuse
– Flying numbers above @ to indicate hp or stamina loss from drunk/withdrawal effects

Broken Bottle screenshot

T-Engine and ToME4 b26 released

May 19th, 2011 Comments off

The indefatigable DarkGod has released version b26b of his T-Engine and Tales of Maj’Eyal – you can download them here.

There are three main reasons for me highlighting this:
1. ToME4 is fun and you should go play it.
2. Expect an updated version of Broken Bottle soon, taking advantage of some new T-Engine features and tweaking a few minor things in the game.
3. ToME4 contains ~30k words of lore written by me, so if you enjoy my writing style in other games you might enjoy some of the story elements I’ve done for it.

Home-page update

March 16th, 2011 Comments off

I’ve given my homepage a lick of paint – you can check it out here.

I’ve made a little logo/banner on there for Broken Bottle that looks particularly snazzy, but otherwise it’s fairly simple. It just looks less 90s than the previous white on black site. I’m mostly proud to have a portfolio of four games to show off! Just over a year ago I had but one… I’ll maybe touch up the Gruesome banner at some point, but otherwise I’m happy enough with how the new page looks.


7DRL Success: Broken Bottle

March 13th, 2011 2 comments

I have made a new game in 7 days!  And have updated it a little bit since as well…  I present “Broken Bottle”, a post-apocalyptic game with themes of alcoholism and brutality:

Broken Bottle gameplay screenshot

To download it you either need to download the T-Engine and put my module into the game/modules/ folder. Windows users can download this complete package.

The game is set in a post-apocalyptic world, following an alcoholic with a murky past as he tries to ascend to the surface. The game has a grim and dark theme, with story elements revealed through game progression, and through hallucinations or dreams induced by alcoholic abuse or withdrawal. Alcohol is a core element of the game – living without it is difficult, as it highly replenishes stamina which is used up in melee (fighting on very low stamina will make you miss most of the time). There are also withdrawal effects if you go without for a long time. On the other hand abusing alcohol too much can be bad for you, and can even send you into a immobile state.