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Topics - ywgdana

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Early Dev / crashRun 0.4.0 released!
« on: March 21, 2010, 02:28:41 PM »
After being a slacker for the better part of a year, I've posted crashRun 0.4.0.  Some of the new features include:

- Two more levels of the complex, and a number of new items and monsters.
- Expanded character creation. There are a few randomized backgrounds for your character.  Your starting skills are more customizable and you may optionally customize your equipment before you begin your adventure.
- Cyberspace is hopefully less boring and annoying (but still needs more work)
- Likewise the starting level is smaller.
- Simplified commands. Open door, close door, and jack into computer terminal are replaced with a single action command. The use command is a little smarter.  If you 'use', say, ammunition, the game asks what gun you want to put it in (although the reload command still exists).
- Stealth is a little more useful.
- Your character now has primary and secondary hands.  Some weapons are two-handed, but if you wield two at the same time you engage in two-weapon combat.  You must now be wielding a firearm to fire it (previously they acted like wands/staves in nethack or angband).  To make all this easier to manage you can now record your weapon layouts in slots to make it easier to switch between them.
- Many bugs squashes (and probably more introduced!)

One thing I tried in this version is to bundle crashRun as an executable using Py2exe.  This seems to working and the .exe is one of the available download options on the site.  Otherwise Python 2.4 or higher and PyGame must be installed.

The crashRun website is:
Or you can go straight to the download page:
I have begun hosting the source code for crashRun on github:
And the crashRun development blog is here:

I had a lot of fun working on this version and hopefully the next one (code-named: Even More Stuff Edition) won't be too far out in the future.

Traditional Roguelikes (Turn Based) / crashRun 0.3.0
« on: January 31, 2009, 05:39:28 PM »
Okay -- I've squashed as many bugs as I feel like squashing :P

crashRun 0.3.0 is now available from

The biggest change is that cyberspace is now an explorable area, fraught with its own perils and things to do.


Traditional Roguelikes (Turn Based) / New crashRun page
« on: January 25, 2009, 04:32:25 PM »
In the name of sweet, sweet procrastination, I bought a domain for crashrun, tweaked the existing page and uploaded.

No new release yet, but 0.3.0 is very close.

Traditional Roguelikes (Turn Based) / crashRun 0.2.1
« on: May 26, 2008, 06:44:46 PM »
Hey gang,

I posted an update to crashRun which should drastically reduce the game's CPU usage.  It also now features an examine command ('x') to look at things on the screen.

Traditional Roguelikes (Turn Based) / crashRun 0.2.0 released!
« on: May 24, 2008, 08:20:28 PM »
This afternoon I released version 0.2.0 of crashRun, my roguelike game.

It's a very early, and very incomplete, version of what I would like the game to be, but if you want to check out what I have so far you can download it here:

For the moment, I'm afraid you have to do a bit of work to get it up and running.  It's written in Python and uses Pygame for it's interface, so you'll need to have both of those installed.  Instructions on where to get both of those are on my website.

I will at some point look into packaging it up in a form that doesn't need external installations, but as I'm still early in crashRun's development, I want to focus on the game itself, and worry about packaging later on.


Programming / crashRun update!
« on: May 14, 2008, 04:12:40 PM »
I've started posting progress updates over at LiveJournal:

And this morning made a fairly long post about what I've worked on recently:

Includes a new screenshot!

What is the etiquette around here, btw?  Should I make a proper post with my updates here, or just post links for those interesting in keeping up with crashRun's progress?

Programming / crashRun: a cyberpunk roguelike
« on: May 05, 2008, 12:52:03 AM »
The past couple of weeks, I've dusted off the sourcecode for a roguelike I started waaaaay back in a 7DRL in October of 2006.  I've made some good progress, I think I may well be nearing the point where I'll feel comfortable releasing a bug-filled, far-from-complex version of the game :P

I really want to get something out there; I think having something released and perhaps getting some feedback will help keep me motivated.

The website for crashRun:

And a couple of screenshots:

Cheers!  And talk to you all soon.

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