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Adventures in Rogue Development

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Been a while since I've done more than Lurke these parts of the interwebs. Ha, it's been so long I got a bit lost in trying to figure out how to start up a new journal. The site is looking great by the way.

Been bogged down by life and so much more... but lately I've been rather motivated and enticed to code all through the nights. Starting with a remake of one of old games. An extremely simple civilization type game, Somehow morphed into a Rougelike project. Something I've tried in the past but lack of time for the project made it difficult to keep progressing.

Things are just clicking this time, and I think that's whats keeping my interest so much. That and I feel a little bit more disciplined with this project. Far more "Want a feature, than code it" instead of "Want a feature, let's think for days how to implement it". I'm hoping this journal will help keep that motivation going, having it in the public eye.

So far I have the dungeon (terrain) portion pretty much finished. The game will generated the desired amount of floors and allow the avatar to traverse the floors up and down. Keeping things simple the only features special to the dungeon, are the stairs and doors. LOS/vision is accomplished using Bresenham's (super-cover) line algorythm to cast rays around the avatar and calculate visibility. I'll be honest this was probably the hardest part so far, and I still don't quite understand how it works the way it does.

A short video, hopefully to make that all make sense :)

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Awesome. In all the constant fuzz of "I have this great idea...", "I was thinking it would be neat if..." going on, its really refreshing to see someone actually just doing something like this :)

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Thank you guys for the encouragement. Been a while since I've been this excited about one of my own projects.

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