Slashcards – Started my kanij-learning RL, but hardly done

My ambitions were a bit too much to pack into the 7DRL this year — I did give it a good try, spending time each day of the week on the project. Unfortunately, the game isn’t really playable yet.

I modeled, textured, and rigged everything you see above, so there was a lot of time doing stuff that’s not typically 7DRL-y. But the bones of a really exciting project are there, and I’m definitely thinking about what to do with it next!

More post-jam thoughts on the project here.

Naive 3d map generator

Whipped up a system so I could create arbitrary chunks with arbitrary connections for a Diablo-like, snap-together mapgen system for Slashcards.  It was a tricky bit of linear algebra to test if the bounding box of a chunk translated and rotated by potential joint connections would intersect with existing chunks.  Below, red boxes are failed checks.

Check out the super naive demo:

Slashcards: A dungeon-crawling language learner!

In 2005, one of my very first programming projects was an ASCII-based pseudo-3d C# (as in C# 1.0) language-learning roguelike.  Years later, I took another crack at the project — a 2010 effort I called “Slashcards“.  This one was for iOS, and featured a voxel characters and world.  I’ll dig up some screenshots for the post-mortem.

(Suffice it to say, the wheels eventually fell off both of these projects.)

Since then I’ve grown and learned a lot, both in building games and building educational experiences.  I’ve given myself this week (7DRL17) to take another crack at the project.

Here’s hoping the variety and depth of roguelike gameplay can work well with the variety and depth required for gaining language mastery.

Day 1 consisted of getting up a placeholder character with some basic movement; building a test environment for walking and climbing stairs; a mob that chases you; modeling and rigging up some props for UI purposes; prototyping the first combat question/response mechanic; painting up some basic landscape textures; a bunch of sharpie-printer paper sketches; and sketches for the architecture of language expertise tracking.

Not much to look at so far, but hopefully the contrast will be all the greater with the final result!

I’ve failed to finish the last couple 7DRLs.  Here’s hoping I can finally make it through one!

Ideas/thoughts/questions to @bigblueboo or — see you throughout the week —

Sci-fi survival roguelike

bigblueboo here.  I’m going to attempt sci-fi survival game with an emphasis on using drones/robots that you program yourself.  Most foolishly, I’ll be creating 3d assets for the game, too.

In full disclosure, I worked up an astronaut yesterday.  Dunno if I’m gonna use him.


If anyone has suggestions, ideas, or familiarity with relevant games, let me know!  I’m particularly inspired by games like Omega, Factorio, Cogmind, X-COM (DOS).

Saturday morning, first screenshot.

I’ve been working furiously the past week on my roguelike, and I’m pretty excited about it.  It’s my first big project in Unity.

Most of the week was spent on an asset editor, built to create animations and item placements.  Then came the physics, the particles, the data architecture…


The weekend is here and it’s time to make:the game.  Buckling up.