A few weeks ago I talked about draw luck in card games. I thought I'd go a little further today with the actual math behind some core concepts when you play a card game where you build your own deck to use. The same idea works for computing probabilities in poker, so you don't need… Continue reading Draw Luck in Card Games, Part 2
Every year, around this time, I like to do a post on some aspect of game design in honor of the 7DRL Challenge. Let's talk about something I hate: card games (though I sometimes become obsessed with, and love, well-made ones). For a game to be competitive, luck must be minimized or controlled in some… Continue reading Draw Luck in Card Games
A topic that I've been thinking about recently has to do with balancing roguelikes. If you haven't heard the term balance before, it basically refers to making a game fair through adjusting values: enemy health, enemy strength, items you find, your health, your strength, and so on. For a normal RPG, you balance a game… Continue reading Should Roguelikes be Winnable?
https://www.youtube.com/watch?v=2sxSA2SCaio&feature=youtu.be Here's an experiment to try purely in C++ (or the language of your choice). Print any character you want on a blank terminal screen at a specific location (say 10 characters over and on the 4th line). This is a crucial idea in game programming, because even something as simple as using the arrow… Continue reading Basic Game Programming Part 3
A lot of people think the best way to get young people into programming is through making games. I agree. Unfortunately, it is kind of hard to find the basics, so I want to do a series on it (Pygame is your best bet for a tutorial, but I've personally had bad experiences with it).… Continue reading Basic Game Programming Part 1
I've done several posts explaining why I think roguelikes are a great genre of game to play. It is probable that the most important feature of a roguelike for me is permadeath. For example, see this post for reasons why. If you aren't up on roguelikes, there are only a handful of games that standout… Continue reading Thoughts on ToME’s Adventure Mode
Final Stats: One week. About 90 hand drawn 64x64 pixel tiles. Over 2000 lines of code. A completed one-hp strategy roguelike. Proof that it can be beaten happened during my stream where I tested for bugs (quality isn't the best): https://www.youtube.com/watch?v=FJYXFaG5iXA Actually, I think I've finally gotten it balanced so that you should be able… Continue reading Theseus: a 7DRL 2015 Completed!