SkullDorado – Day 6

device-2013-03-16-1944168:00pm on Saturday and now there’s only 24 hours left for SkullDorado!

I did a lot of the UI changes and fixed the map errors from yesterday. Also, items now work! Those odd squares at the bottom of the screen are item boxes. The left ones are your inventory, with the one off to the side on the right is whatever item is on the ground in the space you’re standing. Tapping the buttons highlights them in yellow and tapping a different button swaps the items in the two spaces. And tapping the same item twice uses the item. It’s pretty slick. Hopefully I have some time to return to the code so it’ll auto-detect when you’re grabbing an item off the ground and if you have any empty inventory spaces it’ll automatically fill one of those spaces.

Honestly I feel like I’ve just about this wrapped up. I’ll certainly have some time for polish and bug fixing. I’ve seen the game running on a tablet in person and there’s an issue on new devices without hardware buttons where the back/menu/home keys will overlap the item boxes a little. It doesn’t detriment gameplay, it’s just a little annoying and I’ll have to come up with a solution, since players will need access to those buttons in some way.

( Cross-posted from: )

mmoRL – Massively Multiplayer Online Roguelike – COMPLETE!

It’s done!

mmoRL screenshots

mmoRL is a massively multiplayer online roguelike game. You log in to a central server and play together with other players on the server. The overworld is a safe area and everything there happens in realtime, but the dungeons and other non-safe zones are turn-based and unique per player; you will not find other players in your dungeons. However, in the overworld you can choose to party up with other players, and when you are in a party, you will visit the party leader’s dungeons instead of your own – together with the other players in your party.

The game runs under Windows (.NET) and Linux (Mono). Download it at (only ~100 KB)

(mmoRL is public domain under a CC0 license. See here for details. Long story short, you are free to do whatever you want with the game or its code without any obligations.)

Tower of Despair – Success


Tower of Despair is a roguelike game where you won’t be going down in a dungeon. Instead you must climb a huge and complex tower.

– Cone of view for the player
– Equipment durability
– Hunger, cursed equipment, lots of items
– Scripting system, you can make your own mods
– Everything is described verbally
Other players’ dead phantoms can invade your game

Our development blog is here:


If the game doesn’t work, you need to install OpenAL. The installer is included in the windows version.

Windows – Download (38 MB)
Windows no music – Download (2 MB)

Linux – Download (37 MB)

The linux version probably doesn’t work, I didn’t have time to test it. You need Mono to run the game on linux.


SkullDorado – Day 5

device-2013-03-15-1923278:00pm on Friday and Happy Birthday to me, it’s the end of SkullDorado Day 5!

As might be evident from the screenshot, things are not looking good right now. I probably should’ve took a screenshot earlier when things were still looking good, but oops! Needless to say, I’ve been working on map generation and in doing so, I decided to rewrite some of the map code itself and now everything is in shambles! Not to worry, I’m working on it, I just couldn’t get it working by the 8pm deadline. It makes me sort of wonder if choosing 8pm as my start/end time was a good idea.

In any case, all that’s left after this gets working is to finish the items stuff, come up with a title screen, change the UI around a little, and with two weekend days to go, I’m still confident that this’ll get done and be good and fun. Right now I’m still in the phase of the 7DRL where I’m thinking “you know, I could do a lot of work on this after the 7DRL is done,” but I also know that I hardly touched 2419RL from last year, so all I can really tell myself is “we’ll see.”

( Cross-posted from: )

SkullDorado – Day 4

device-2013-03-14-1827468:00pm on Thursday and Day 4 of SkullDorado is done.

This screenshot doesn’t do a whole lot to show the vast amount of changes behind the scenes as I did a whole lot of work on enemy AI today, creating different creatures and giving them little package scripts to follow various behaviors and it’s really super cool I promise! At the very least you can see one of the new enemies, the Monkey! (mainly because I disabled Line of Sight code for enemies so I could see them running around )

The Monkey specifically I used because he gave me a variety of problems; being invisible after I rewrote some of the color filter code, running wild when I accidentally forgot to break out of a switch statement in the behavior code, and generally being a nuisance. One thing that I’ve realized is that enemy facing direction is actually kind of important and without it, makes it kind of hard to predict enemy behavior. This means that likely I’ll be putting in custom sprites for enemies, since single ascii characters are quickly becoming obsolete. However, I’ll keep them as long as possible, as I’ve a debug function that turns all enemies into colored arrows for testing purposes.

Another thing that happened was that I gave a build to a friend with a tablet to see how the game looked on a large screen device and found out that while the layout was perfect– the images being sampled from my spritesheet were all wrong! It turns out that the function I was using to load the image resource was “helping” by resizing it as soon as it was loaded, and not when it was being drawn, so my pixel-perfect calculations were then incorrect. Luckily with some help I got the problem debugged and discovered that I had to explicitly tell the system that I didn’t want help with resizing at different screen densities, and that sussed it all out.

So, now after some more testing, SkullDorado will definitely run on any screen size! (At least I hope there’s no corner cases I’m forgetting.)

With Enemy AI almost completely finished (just a couple more hours, promise!) I’ve still got Items and Map Generation to do, and three days to do it. If two of those days were not weekend days, I’d certainly be sunk.

Cross-posted from:

SkullDorado – Day 3

device-2013-03-13-1930568:00 pm Wednesday brings about the close of Day 3 on SkullDorado.

This is the first day where development seems to have really slowed down. I was able to expand the map and implement a map camera and field of view / line of sight between objects and/or points. This means that I still have smarter enemy AI, random maps, and items to work on in the next four days.

After some discussion and finalizing the design earlier today, I need to re-work the UI a little. There’s just too much un-needed space to the right of the map and the HP and Gold/Score value would be better served up under the title bar, allowing the map to be displayed bigger and hopefully not pushing the item buttons down too low.

Besides bringing the map to the forefront of the action/the player’s attention, it’ll also allow for larger tiles, so if/when I switch away from mono-colored ascii characters, the resulting graphics will be easier to see and nicer to look at. In any case, I feel like I’m still on track for completing this in time. There’s a significant amount of work left, still, especially with Friday and the weekend coming up, I’m still optimistic!

( Cross-posted from: )

Husk: Day III & IV

Last night I finished what should be the last of the framework code and merged it into master, bringing my codebase close to 15k lines before any 7DRL-specific code. Unfortunately, this means that I’ve fallen behind on my timeline and am only just now where I wanted to be at the end of the second day. The next three days are going to require a lot of hard work if I want to get a reasonably good game out there. Unfortunately, I won’t have all of them available as I have to work on part of Friday and have a guest arriving that night. We’ll see what I can manage to turn out…