HyperRogue (non-Euclidean roguelike), RogueViz, ZenoRogue (non-Euclidean visualization) on YouTube, Hydra Slayer (math roguelike).
My first online presence was ~2000, when I joined the #roguelike* communities to talk about the best games ever, such as ADOM, Crawl, IVAN.
Then I became a roguelike developer too. HyperRogue is probably the biggest** non-Euclidean game!
Generally somewhere in the middle. Your jumps reach the furthest if you do so.
Generally somewhere in the middle. Your jumps reach the furthest if you do so.
Here is how much information is given by various methods, depending on what our winning probability roughly is, and the number of runs.
More details on: mathstodon.xyz/@zenorogue/1... #roguelike
Here is how much information is given by various methods, depending on what our winning probability roughly is, and the number of runs.
More details on: mathstodon.xyz/@zenorogue/1... #roguelike
But what if we do this for an arbitrary pattern of curves instead of a grid?
#hitomezashi #mathart #generativeart
But what if we do this for an arbitrary pattern of curves instead of a grid?
#hitomezashi #mathart #generativeart
But Rogue devs wanted a game that was exciting every time you played it. That is definitely HARDER than making a game that is exciting once.
Procgen games take ages to mature. Otherwise they feel repetitive.
For example:
But Rogue devs wanted a game that was exciting every time you played it. That is definitely HARDER than making a game that is exciting once.
Procgen games take ages to mature. Otherwise they feel repetitive.
For example:
Your favorites?
Your favorites?
But we have lots of other "reasons not to buy games anymore" looking more serious, and I do not see much protests against them.
For example:
But we have lots of other "reasons not to buy games anymore" looking more serious, and I do not see much protests against them.
For example:
send pics of your characters #roguelike
send pics of your characters #roguelike
if you want to know what this #mathart means:
mathstodon.xyz/@zenorogue/1...
if you want to know what this #mathart means:
mathstodon.xyz/@zenorogue/1...
*Jupiter Hell Classic* packs procedural levels, explosive weapons, and brutal tactical combat.
Early Access starts NOW!
store.steampowered.com/app/3126530/...
*Jupiter Hell Classic* packs procedural levels, explosive weapons, and brutal tactical combat.
Early Access starts NOW!
store.steampowered.com/app/3126530/...
(ignore the stupid text log)
And thanks once more to @zenorogue.bsky.social for the original implementation idea in bsky.app/profile/zeno... and to @ravenmore.pl for suggesting to use this in #RealmsOfAncardia.
(ignore the stupid text log)
And thanks once more to @zenorogue.bsky.social for the original implementation idea in bsky.app/profile/zeno... and to @ravenmore.pl for suggesting to use this in #RealmsOfAncardia.
The joys of #roguelike #programming
The joys of #roguelike #programming
A #roguelike map using the Mercator projection is projected back on a sphere. In the map, all the characters are of the same size.
A #roguelike map using the Mercator projection is projected back on a sphere. In the map, all the characters are of the same size.
In most of our videos, we have been playing with the non-Euclidean spaces. However, we have not played with the time dimension in them so far. In this video, we combine spherical and hyperbolic geometry with relativistic effects.
youtu.be/PxnoSsjMrck
In most of our videos, we have been playing with the non-Euclidean spaces. However, we have not played with the time dimension in them so far. In this video, we combine spherical and hyperbolic geometry with relativistic effects.
youtu.be/PxnoSsjMrck
Approaching Infinity is Overwhelmingly Positive!
#startrek #roguelike #indiegame #gamedev #indiedev
Approaching Infinity is Overwhelmingly Positive!
#startrek #roguelike #indiegame #gamedev #indiedev
quinn2win.itch.io/crablike
quinn2win.itch.io/crablike
first thread: map vs. overmap
maps, like Rogue: you move and fight on the same map
overmaps, like Dicey Dungeons: the map selects the next encounter which takes you somewhere else
first thread: map vs. overmap
maps, like Rogue: you move and fight on the same map
overmaps, like Dicey Dungeons: the map selects the next encounter which takes you somewhere else
(1) literal #roguelike: focus on complex turn-based tactics and adventure, with some synergies.
(2) Isaac-like: focus on synergies, with some intermediate gameplay/adventure.
(3) Survivors-like: more focus on synergies, very simple gameplay.
[...]
(1) literal #roguelike: focus on complex turn-based tactics and adventure, with some synergies.
(2) Isaac-like: focus on synergies, with some intermediate gameplay/adventure.
(3) Survivors-like: more focus on synergies, very simple gameplay.
[...]