Tuesday, 13 January 2015

HyperRogue coming soon to Steam!

HyperRogue is coming soon to Steam!
The gameplay is exactly the same as in the free version (and it will stay so), but you get access to achievements, online leaderboards, and the convenience of Steam.

Last but not least, you also support the development of HyperRogue :)

All for a very low price (under 1 USD).

At first, HyperRogue on Steam is going to be available for Windows and Linux—I am planning to work on the OSX version later.

Have fun!

Wednesday, 31 December 2014

Happy New Year!


I am working on roguelikes until the last day of the year! :) I have just fixed the bug which caused HyperRogue not to run on the newest versions of the Android OS (it was already fixed in the basic version, but now I have updated the Gold and Lite versions too).

I have not been working much on my own roguelikes this year. In my opinion, there were not many new roguelikes in general -- I mean classic, big roguelikes, there were several great 7DRLs and games evolved from them, such as Golden Krone Hotel or TraumaRL, I have also had lots of fun playing Hoplite from 2013, and there were lots of games with roguelike elements. Some old roguelikes have been updated -- I have been working on ADOM, which was great too. Hopefully, ADOM should be available on Steam soon! Maybe I will add some achievements and scoreboards, and publish HyperRogue on Steam too?

Whether you are a game developer or just a player, I wish everyone lots of new great interesting games (whether you like 7DRLs, classic roguelikes, games with roguelike elements, or games which have nothing to do with roguelikes), and updates to old great games, in the New Year!


Monday, 27 October 2014

Three minor unrelated things

I have redesigned my website. Should be nicer to browse now. Please report any broken links, suggestions, or other inconveniences.

I have also created a guide about how HyperRogue implements its hyperbolic geometry development. This gives some basics about how HyperRogue was created, of course the source is more detailed. I have seen a research article somewhere which uses a similar approach, I think I should link to it, but I cannot find it now...

Last but not least, you probably already know that if you are interested, but ADOM R51 is released for the backers! It uses NotEye 8.1a, of course.

Thursday, 2 October 2014

NotEye 8.1 + Hydra Slayer 16.1

After a long break, NotEye 8.1 is released!

The biggest change here is porting NotEye to SDL2. The major advantage of this is that NotEye should run much more smoothly now, which should be visible now. In the future, it should be easier to port to modern hardware such as iOS or Android, or to create games with many windows. This required lots of work to achieve — for example, SDL2 input handling is very different from the SDL one. I suppose the new handling is usually convenient for game developers, but it makes things much more complicated for frontends such as NotEye, which have to simulate the system console of Windows or Linux, or to communicate with libtcod (which still uses SDL 1.2).

More changes include:
  • An OSX package is provided. You can now enjoy Hydra Slayer on a Mac!
  • Tile transformations are cached (tilemapping). Another solution which greatly improves the efficiency of NotEye.
  • Added more sizes of the minifont (used for the minimap in ASCII mode). Thanks to Asmerillion on the Polish roguelike forums for the files. Also the font selection menu has been split into two submenus.
  • Supports changing of mouse cursors and window icons. DOS mouse cursor is simulated in the fullscreen ASCII mode.
  • NotEye now supports TrueType fonts, modal windows, and special input codes (sent to the integrated game, but not corresponding to real keys). These are currently used only by ADOM.
  • I have decided to remove the RogueBard music from the official NotEye package. It is still included in the Bundle version, though.
  • The new sounds for Hydra Slayer are finished (well, for now at least). Thanks to Brett Cornwall for the new sounds!
In case you wonder where is NotEye 8.0: NotEye is intensively developed as a part of ADOM. The latest closed releases of ADOM (r48-50) use NotEye 8.0. There have been some changes since then, so this is NotEye 8.1.

Downloads: Have fun!

The Indie Ocean's Top 10 Roguelikes

The Indie Ocean has posted his top 10 roguelikes ever (so far) on YouTube. The list features my HyperRogue and Vapors of Insanity, as well as NotEye (as used by PRIME). Also several good, original, and less known roguelikes are covered, such as The Slimy Lichmummy (which I have tried already) or TraumaRL (which I still have to try). Watching recommended. Have fun!

Monday, 4 August 2014

HyperRogue for iOS, and NotEye status

HyperRogue is now available for iOS! However, I am not willing to submit to Apple's rules, so it is not available on the AppStore. It is available on the HyperRogue website, and also on the ModMyi Cydia repository. Have fun!

NotEye is not dead either -- NotEye 8.0 has been moved to SDL2, and the last closed prereleases of ADOM already use the new version. This makes NotEye work much faster, however, it breaks the compatibility with libtcod (which still uses SDL1), and some of the other games (for a yet unknown reason). So there is some work required to release NotEye 8.0 officially, and I am quite busy now, so this needs to wait. Maybe I will port Vapors of Insanity to NotEye, we will see. In the meantime, please try the new version of PRIME (although it still uses NotEye 7.8). Stay tuned!

Friday, 13 June 2014

ADOM, NotEye, and Untahris

Recently, ADOM got greenlit on Steam!

This means that we (the ADOM team) will be now working a lot to make ADOM on Steam a superb experience. In the meantime, NotEye got major improvements -- like being based on SDL 2.0 instead of SDL 1.2, which brings a huge efficiency boost, and a potential for running on iOS and Android -- but there are so many things to do in ADOM that we have no time to release :) But hopefully there will be a new tester release of ADOM soon, and a new version of NotEye will come with it!

In the meantime, I have dusted off one of my old games, Untahris (see the changelog for changes). It features grid-based gameplay, randomly generated levels, permadeath, emergent complexity, non-modalness, resource management, and several other features. However, I won't advertise it on the roguelike sites. Strangely, I do not consider it a roguelike!

In Untahris, you can play several classic fun, simple arcade games, including games similar to Tetris, Snake, Tron, Arkanoid, Pong, Thrust, Bomberman, Rampart, Liero. You can play them both in single player and multiplayer mode (on one computer, local network, or maybe Internet). Now, Untahris has an original experimental feature, which makes it more than just a bundle of these games! In multiplayer mode each player can play a different game — however, they play all on the same board. This may lead to funny interactions, battles or alliances between them. Suggestions for adding more roguelikeness to the mix are welcome. :)

Have fun!