Legend of the Cheese Golem

A homage to Seth Able Robinson’s Legend of the Red Dragon

The village is renowned throughout the lands for its high quality cheese, sourced from its legendary cheese mines. However the mines are necessarily far from the village, the dense forest between the village and the mines being overrun with all manner of dangerous creatures. Due to the hazards of transporting the cheese back to the village the local sorcerer fashioned a huge golem out of (what else) cheese to help protect the cheese wagon during its trips to and from the mines. Unfortunately something went wrong and the golem turned on the villagers. It now mindlessly guards the cheese mines and the supply has almost dried up… someone has to do something, and that someone is you.

Github repo

Using NrknLib and jConsole.

Screen (still using world generation from the NrknLib demo, custom world generation TBD tonight):

an @ standing in a forest by a river

 

Light in the dark

I started my WebGL based 7drl roughly 10 hours ago and I think I’ve gotten into a quite good start: I’ve got movement, basic collision detection, level loading from an ascii map and basic lighting with multi-light support.

Multi-light system
First day’s results: simple dungeon with lighting

I’ll probably continue by tweaking the shaders for prettier effects and trying to add randomness to those boring cube blocks.

Kepler-10b

I’m anticipating another successful 7DRL this year. Having made so many graphical games lately I felt it necessary to ensure that this 7DRL I release something a little more… classic. What might make the displaying of this game unique is its step away from ASCII and towards Unicode 6. What if those Ethiopian characters where aliens? Long live the @!

Ethiopian Unicode

The Storyline

You are on the Cygnas System exploration team, sent to explore and take samples from the world Kepler-10b which was recently discovered to have an atmosphere coherent to livable standards. K10b is mostly rocky with little foliage, and a much higher gravity pull than Earth. It rotates around it’s sun K10 every 19 1/4 Earth hours. K10b was discovered 827 years ago today, in February of 2011.

You are on Earth-week 2 of 3 of the split-team exploration.  There was, unbeknownst to  you, alien life  on K10b and they, during your second week, amounted resistance and your core team barely escaped alive.

In order to return home you have to retrieve the ship access keys. There are five. One is already in your possession as you are captain. You must find the 4 other pilots key cards to access the main drive. The ship had split into 5 teams, each under command of a pilot. You haven’t heard from the other teams since landing and hadn’t planned to meet with them until week 3 where all teams were to rendezvous at the ship rally point. Wide-band communications won’t reach past a thousand or so feet due to strange wave emulsions that pulse every few seconds from the K10b core.

Command your team to whatever style suits you. Wait at the ship to see if all teams will return, and possibly die of starvation from local resistance (technically, you’re the aliens,) or trudge the designated locations the teams were supposed to take samples from and hopefully obtain the access keys to return home. The choice is yours to make.

WebGL is whispering to me from the shadows

I mentioned earlier that I am going to do a 7drl with C++ and OpenGL (probably testing out Qt toolkit’s OpenGL module), but now WebGL, the JavaScript OpenGL ES bindings for use inside a web browser, has started to taunt me increasingly. I am no expert with JavaScript and I usually prefer compiled, statically typed languages for games and stuff, but with the rise of HTML5, increasing my JS knowledge could come in handy.

WebGL also has the advantage that it is a well-defined and contained set of OpenGL functionality, contrary to the desktop version where there are many different versions, each deprecating something etc, so that it becomes hard and confusing to figure out what functionality should be used (e.g. doing stuff in a deprecated way to maintain compatibility with older hardware or coding “the right, modern way” that’ll probably break many bad drivers).

So, looks like I might be leaning towards WebGL, but need to read a couple of more tutorials and run some tests before I can say for sure.

My venture: “Fear of the Dark” (or something)

Last year I made a successful 7DRL called City of the Condemned (link) and I originally thought to make a multiplayer version 2 this year, but I’ve changed my mind and am planning to do something completely different.

My idea is to create a very simple, short and straight-forward roguelike, but do as much of it as possible with OpenGL shaders  as I want to learn more GLSL. Now I’m probably not going to break the tradition too much as the player and monsters are most likely still going to be letters and the view is more or less top-down, but I plan to do something nice looking with lighting and walls.

As with almost all of my coding, I shall use C++ as the programming language, Git as version control, CMake as build system and the thing will be open-source and cross-platform, with binaries for Linux and Windows (I don’t have a Mac and cross-compiling for it is close to impossible 🙁 )