Posts Tagged ‘mosaic’

Mosaic 1.1.1 – massive performance improvement

April 1st, 2013 Comments off

So it turns out there was a memory and CPU leak in Mosaic that was slowing things down for many people.  Well, I’m happy to announce that I’ve now tracked down the problem and thoroughly fixed it.  I’ve done some testing and this is definitely sorted now – hurrah!  Download links:

The game is otherwise unchanged from the last release.  In fact the difference is about 10 lines of code.  The wonderful and frightening things about code is how minor changes can have sweeping effects…  Anyway, have fun mosaicing!

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Mosaic bugfix / balance update

March 25th, 2013 5 comments

I’ve had lots of really nice feedback on Mosaic, but I’ve also had a few bugs and issues pointed out to me. In particular the L sequences weren’t behaving intuitively, there was some buggy behaviour from the Rs and everyone found the Es almost impossible to defeat (I rather liked them – oh well). So I’ve done a bit of a fix-up, and you can now grab version 1.1:

Here’s the full changelog for this version:

  • A few typos fixed and help text updated
  • Removed Big L move (^^>>)
  • Added Corner move (^v><) – much more intuitive and always triggers
  • Es now bounce off edges
  • Ds approach the edges more closely
  • As only move in cardinal directions
  • Ns only move in diagonal directions
  • Gs now move every 10 turns (was 16)
  • Some bugs in R movement and tile wiping fixed
  • Rs can now attack the player, but only when rushing from diagonals
  • Rs now move every 4 turns (was 5)
  • Rebalanced enemy spawn rate – they appear earlier and generation slows down more when there are more of them
  • Tweaked the music generator
  • Less high pitch noises on the strings
  • More note variety on some instruments
  • Less repeating of the same notes
  • Added violas (a typo was preventing them from playing before)

Now this is all low-hanging fruit, the sort of thing that’s pretty standard to have to sort out post-7DRL.  There are maybe some other changes I’d like to make, new ideas that have only come to me after release. And there’s also the temptation to do some serious work on the music engine, to try and make it sound a lot better. That could be a real rabbit hole to get into though… Considering the time invested I’m happy with what’s there, and I’m not sure I have the time or the skill to do much better. Still, there may be a more meaty update to Mosaic in future. For now please enjoy this latest update and let me know how it feels in terms of balance and fun – if there are changes you’d like made then let me know!

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Mosaic, a roguelike about creativity

March 17th, 2013 7 comments

I present to you, Mosaic:

Mosaic is a roguelike in which your movements change the map, laying down colourful mosaic tiles wherever you go, and producing dynamic music based on your play. If you trace out an outline then it fills in the whole area with tiles. This is the only way to kill enemies. It’s also rather pretty!

Mosaic tiles

Pretty colours!

Some notable features of the game:

  • 4-way movement is the only input
  • Chained sequences of moves can trigger special moves
  • 1HP system, but actually not easy to die unless playing very sloppily
  • Map altering as you play
  • Procedural music generated based on the map layout and tile positions
  • Enemies all have individual movement patterns, with some being more threatening than others

Try it out! Have fun! This is honestly the best thing I’ve ever made (IMHO :P)

Edit: And here’s a Youtube video showing some gameplay and the music –

Edit2: And UberHunter has covered it on the start of his epic journey to Let’s Play all 7DRLs:

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7DRL Start: Moasic – An Introspection on Self-expression

March 10th, 2013 Comments off
Mosaic @

Concept art only – not representative of final product ;)

As of 6pm GMT on Sunday 10th March I am beginning my Seven Day Roguelike.  Hopefully I will shrug off last year’s failure and resume my previous run of successes!

The name of my game is Mosaic, and it will include a mishmash of ideas that have been floating around my head for a while.  In particular it will include:

  • Simple 4-way controls. No other controls at all.
  • Strings of moves trigger wider special moves.
  • You change the map with your moves. The whole game interaction will be about crafting the map around your movements.
  • You die in one hit, but the terrain you construct will act as temporary defence against enemies.
  • Incorporating Conway’s Game of Life somehow.
  • Procedurally generated music based on the terrain you construct (a bit like Tonematrix).
  • Some arty fluff about self-expression and creation.

I’m also hosting a London Afterparty on the evening of Sunday 17th for 7DRLers to meet up and play each others games / weep about their failures.  If you want to join in sign up here:

Good luck to everyone taking part!  It’s gonna be one hell of a big crop of games at the end  :D

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