Some old projects open-sourced

While doing some spring (summer?) cleaning, I came across several of my old projects, and I thought it would be fun to open-source them all. So, I did that tonight. You can see all of them here.

Most of them are games, but there is one simple tool, and one chat program. Actually, most of the games are pong clones. Hm.

They are all released under the MIT License, so do whatever you want with them!

Escape from the Master’s Lair Alpha 0.5 released

I’ve made another release of Escape from the Master’s Lair, bringing the version up to Alpha 0.5.

Introducing a slew of bug fixes, balance improvements (including some major sweeping changes), and a few little features here and there, Alpha 0.5 should significantly improve the playability/fun factor of the game.

Highlights of this release:

* Fixed a few major problems with the template system. Items will now have proper attributes.
* Completely changed balance for armor and weapon stats.
* Significantly accelerated leveling.
* Player highlighting feature, for when you just can’t figure out who you are in life.
* Health bars are now easier to see.
* Darkness and dark spawning monsters are now more dangerous than ever!

You can go here to download binaries for Windows and Linux. If you just want to play the game, this is the link you want!

For more information on the game, you can check out the game’s official page here.

If you want to look at the source, it is always available via Mercurial. You can get a local copy here.

The whole thing is being released under the MIT License.

Please check it out and let me know what you think! Feedback is always welcome!

Initial release of Escape from the Master’s Lair

I’ve just released the first public alpha version of Escape from the Master’s Lair.

You can go here to download binaries for Windows and Linux. If you just want to play the game, this is the link you want!

For more information on the game, you can check out the game’s official page here.

If you want to look at the source, it is always available via Mercurial. You can get a local copy here.

The whole thing is being released under the MIT License.

Check it out and let me know what you think!

Escape from the Master’s Lair

My roguelike project now has a name: Escape from the Master’s Lair. It is being hosted with Google, and you can check out its page here.

I haven’t released any binaries yet, but you can check out the code through Mercurial here. I’ll try to release a binary pretty soon.

Since I’m no longer shooting for a 7 day release (THAT has certainly come and gone) I am fleshing out the game a bit more, but I am still hoping to have it finished pretty soon.

7DRL Report

Well, this year’s 7DRL contest is over. I wasn’t able to complete mine in time (we are still moving, and we got a kitten), but I did get pretty far. I will be finishing it in the coming days, and I’ll post again when I’ve got something cool to show.

7DRL 2011

Starting last night, I’ve begun working on a 7DRL for this year’s contest. For those who don’t know, 7DRL stands for Seven Day Roguelike, and it is an annual contest in which developers from around the world attempt to design and create a roguelike within seven days. For more information on the contest, see here. For more information on this year’s contest, specifically, see here. If you want to read about all of the contestants this year, check out rec.games.roguelike.development.

I’ve been working on the game since last night, mostly non-stop. A lot of the basics are working, or mostly working now. The design is coming into its own quite nicely. I’ll try to keep this space updated on further progress. Up next is more design work, and implementing the turn system. Tally-ho!

Keep movin’, movin’, movin’

Work has still been slowed recently, as I continued recovering from the flu, and then began moving to a new apartment (again!). Due to the move, we’ve been all over the place lately, so I’ve not had a whole lot of time to work on the game. However, I did begin something new over the past week or so. I’m trying my hand at re-writing the game’s physics system, which should eventually lead to a smoother, sweeter game. That’s coming along fairly well, but I put that work into its own branch, so I’m not wholly committed to it yet. Finishing the game is more important. Stay tuned for more! Same cheesy time, same cheesy channel!

There be monsters!

I’ve had the flu over the past week or so, so work has slowed. I did get a little done whilst I was dying, though. The world map is finished. I’ve been working on traps and npcs, as well as some little miscellaneous things here and there.

One cool new addition is the monkey, which immediately became my favorite npc by far. He throws bananas pretty rapidly, and if you stick a few in a room, it becomes QUITE deadly :-D

Here’s a little video of me playing around in a test level I whipped up tonight.

An island rises from the sea

Apologies for the dearth of updates over the past couple of months. Work on the game continues, although there was a bit of a pause during the holidays for visiting family, etc. Tonight, I am trying to finish creating the world map. The Island has risen from the sea, and now landmarks and level are beginning to appear across its surface. Once this is finished, there are only a few little things here and there that need to be done before Phase 1 is complete. I hope to finish with these things within a week. From there, it gets harder to estimate, because the bulk of the remaining work is creating content, which might take longer than expected due to tweaking, reworking, etc. Anyway, I’ve worked on little bits and pieces of the other phases as I’ve gone along, so there is at least something there already.

As I predicted when I originally laid out my roadmap, I have not finished the game anywhere near my projected release date. However, I do hope to finish within the next couple of months. Let’s say an early March release. This date, of course, will be wrong. I just like setting them.

On a side note, I have spent some of my free time over the past few (or couple? I don’t remember when I started, exactly) months working on the game that should follow Hubert’s Island. I could actually probably finish it first if two of me worked on it and Hubert’s Island for the same amount of time each day. But Hubert’s Island remains the priority, until it is released. Speaking of Hubert’s Island, I am strongly considering changing/modifying the title of the game in some way, due to its similarity to a certain Australian island.