7DRL: Building an Engine — Line of Sight

NPCs don’t want to hit their allies while they are attacking you with ranged attacks. Some objects in the room can block them as well — and using the objects in the room to deal with larger swarms of enemies will be an important strategy in the actual game. Today we go over the line of sight algorithm.

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7DRL: Building an Engine — Path Finding

Path finding is central to all rogue-likes. If an enemy can’t find you, they can’t fight you… and that wouldn’t be any fun. Tonight, I go over Dijkstra’s famous pathfinding algorithm, the differences between that and A*, and how I implemented them in the engine.

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7DRL: Building an Engine — Animation

Tonight, I made it so my sprites had a walking animation, decided to show all four walls of the room, and found out some things about Trinket I didn’t know before. Also, what is a roguelike, anyway? And why not use something like Unity that solves most of the problems I am having?

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7DRL: Building an Engine — In the Browser

One of the items on my 7DRL checklist for this year is to have the game run in a browser. The last time I did this, I used Pygame and could only share it with people by handing them the source and hoping they happened to have Python and Pygame installed. As part of the Rogue-like game engine development, I’m looking into ways to get the game playable in the browser, while still being able to use Pygame to develop it. Today, I’m looking at Trinket.

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