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Messages - owen

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It's a trading card game like Magic the Gathering with rogue-lite elements.  Available since Nov 2017. Received thousands of reviews with an overwhelmingly positive ratings, and having just played for a few hours, I can see why.  I think it's destined to become a classic rogue-lite like FTL.

We fused card games and roguelikes together to make the best single player deckbuilder we could. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and Slay the Spire!

Two core characters that each have their own unique set of cards. (With more planned)
200+ fully implemented cards.
50+ unique combat encounters.
100+ different items to be found.
Procedurally generated levels.
Tons of unlockables.
Dynamic Deck Building
Choose your cards wisely! Discover hundreds of cards to add to your deck with each attempt at climbing the Spire. Select cards that work together to efficiently dispatch foes and reach the top.
An Everchanging Spire
Whenever you embark on a journey up the Spire, the layout differs each time. Choose a risky or safe path, face different enemies, choose different cards, discover different relics, and even fight different bosses!
Powerful Relics to Discover
Powerful items known as relics can be found throughout the Spire. The effects of these relics can greatly enhance your deck through powerful interactions. But beware, obtaining a relic may cost you more than just gold...

Other Announcements / Re: Roguelike Radio podcast
« on: April 06, 2017, 02:16:08 AM »
Good episode.  I made a comment about "Good, Bad, and Ugly" forms of randomness.  My thesis is that randomness is best used when its effects are not immediately evident.  And while it's not possible to get rid of every situation where the player has to roll a 6 to live, the game designer should do as best as he can to give the player opportunities to avoid such situations.

Design / Re: Stealth RL ideas?
« on: April 02, 2017, 09:21:51 PM »

- walls that can block movement but not sound
- walls that can block sound but not movement

- tiles that make more (or less) noise when stepped on

Programming / Re: Simple FOV on a hexagonal grid
« on: April 08, 2016, 03:45:29 PM »
Just bumping this to say that using the approximation that each hexagon in a ring subtends an equal arc of the circle seems to work out reasonably well.  Here's an example of what my FOV effect looks like.  Note that I'm using a flat-topped hexagonal grid instead of pointy tops like you are.

My algorithm works in basically the same way:

1.  Start with one large view arc that is defined by a minangle and maxangle.

2.  For each ring of hexagons (expanding outward from the origin tile), For each view arc remaining:

2a.  Add all the hexagons in the arc to the viewable list

2b. If an opaque hexagon(s) subtends the angle of one arm of the viewing arc, then shrink the view arc from that side.  If the view arc is shrunk so that either both arms hit the same opaque hex, or the view arc is sufficiently narrow, then cull the view arc.

2c.  If an opaque hexagon(s) falls in the middle of the view arc, then split the view arc into two smaller arcs around the opaque hexagon(s).

3.  Keep doing this until you hit the maximum view-radius or you run out of view arcs.  Return the list of viewable tiles.

Thanks for the suggestions.


Are there some good roguelikes, preferably with a sci-fi theme, in which you shoot at your enemies rather than clubbing them to death? I've seen X@COM, but I was looking for something where you just control one character, not an entire squad.

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