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Aesthetics
I spent a bit of time last night working on the new look for Bones of the Idle. I’ve been on a bit of a lo-fi vaporwave kick at the moment, and seeing how much of the game is supposed to evoke a kind of wistful nostalgia for late 80s/early 90s BBS door games like…
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There be dragons: Entity Component Systems for roguelikes
A really great talk from the 2018 Roguelike Celebration discussing the use of ECS in roguelikes. I used this talk (and a little bit of extra research) to create this really simple implementation in Javascript, which is probably entirely too proof-of-concept to be of any real practical use, but it was a fun little exercise.
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What happened to June?
Here we are in the middle of July, and there’s a conspicuous lack of changelog notes for June. So what happened? Most of June was spent in an existential funk as the project floundered a bit and I found it hard to keep working on it. Some of code was getting a bit smelly, particularly…
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Changelog, 2019-05
May was a huge month for Bones of the Idle. For one thing, it got named and stopped being “that browser game project”. But it also got pixel art sprites, maps you can wander around (with A* pathfinding), crafting, and skill-based combat. It really went from being a proof-of-concept to being an actual game. Environment…
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Pathfinding for robots
Bones of the Idle is the result of multiple separate coding projects coming together over the course of six months or so. I made each of them with the intention of learning something new, then in typical fashion abandonded them once I was happy with the fundamentals. What’s been gratifying to see is how each…
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Screenshot: take that, you rat!
I’ve begun work on the combat engine, and rats now leave a satisfying puddle of bloody goo when they’re killed. It’s a little rough when you first start out, so the numbers probably need a little tweaking.