Recent Posts

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Classic Roguelikes / Rogue Remastered
« Last post by badamson on May 12, 2025, 10:32:40 PM »
Hello,

Today I'm posting a remastered version of Rogue on itch.io and steam under the name "Rogue Remastered." The game contains two rule sets, one directly from version 5.4.4 of the game and the other I'm calling 6.0.0 which contains bug fixes and many QOL improvements. It is my intention to get feedback from the community and continue to develop the game.

I would like to ask the admins for permission to post a link to my website, and double check that this post is OK to post here.

Thanks for your time!
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Endless Nights is a skill-based roguelike inspired by my old Neverwinter Nights mods built with the KILT system. Originally released on mobile, it's now free to play on Windows. Explore random dungeons, build custom characters, and fight to survive—no classes, just skills.
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Hey, nothing to say about your project (outside of it sounding really cool) but the link you posted for kilt is sending me to a kilt shopping site...
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Player's Plaza / Roguelike humor funbook
« Last post by tangar on May 10, 2025, 09:22:35 AM »
We are all very serious about roguelike games and its hardcore gameplay.
But… sometimes it’s fun just to grab a tankard of miruvor and relax

Now Tangaria has a place for that — a new Races section:
https://tangaria.com/guide/races/

There you’ll find fun, comic-style descriptions for all 58 *hic* races.
Plenty of these descriptions fit well with other *bands too. I’ll keep updating this little funbook, so don’t forget to visit it from time to time
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Tangaria got plenty updates and a new ladder on the website :D Now you can see top players and become one of them!
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Programming / Re: Looking for a language for minimum effort/maximum payoff.
« Last post by baylorapol on May 08, 2025, 11:47:42 AM »
There's no final answer to the question "which language should I learn?" but I'll offer you my two cents anyway. If development speed is of the essence, you may be better off trying a scripting language rather than C. I heard good things about Lua, but use Python for my own project, and have been happy with that. It has stuff like memory handling built-in, so you can pretty much get straight to business. On the down side, Python is not good at heavy lifting, but it's sufficient for a typical, turn-based Roguelike. If graphics rendering becomes a bottleneck, it's usually because the programmer is doing something wrong.

As always,
Minotauros

Unity is a robust engine used commercially across genres. C# is more structured than Python but still far more approachable than C++. Huge ecosystem, lots of tutorials, scalable to commercial-grade.
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Programming / Re: Suggestion Req for Best SQL Courses
« Last post by ZayeZane on May 08, 2025, 06:41:08 AM »
I need a software developer for a little help. I'm facing a problem in a custom theme site (stylo.pk) and could really use some assistance. Anyone with experience in custom theme development or troubleshooting site layout issues.
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Hey everyone,

I’m working on a procedural dungeon generator for D&D-style campaigns. The goal is flexible, tile-based levels that GMs can easily use. I’ve been refining the logic, and here’s the twist: it’s inspired by kilts(https://theutilitykilt.com). Why? Because like a kilt, the dungeon needs freedom to flow, not be restricted by rigid rules. I’ve focused on natural branching, dead ends, and flexibility.

Anyone else experimenting with dungeon gen or interested in how this all ties into tabletop tools? Would love to hear thoughts.
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Math somewhat inescapable given the core that is programming, but emphasis on it above all else tempts closer to just messing about on spreadsheets and whatnot.  Outside of projects that lean in Interestingly...like Hydra Slayer and such.
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Great point — bold, distinctive choices really do stick with players more than small, optimal ones. Emotional impact often outweighs perfect balance, especially in roguelikes. Do you think “feel” should guide design more than math?
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