Hellion – Success!

I was working right up to the last second before midnight, but I got it done!

SS1Hellion is a mashup between a roguelike and a third-person bullet-hell rail-shooter.  Imagine Starfox but turn-based and you might get the idea.

For more information and a download link check out the release post here:


And now… I sleep.

Space Hellion – Declaration

I’m starting a little late because I flew back home from Hong Kong to London last night (hooray for jetlag!), so I’ve got some catching up to do but we’ll see how it goes.

The idea behind Space Hellion (I might drop the ‘Space’) is to make a roguelike (a proper one) that is also a bullet-hell space shooter.  It’ll be turn-based and grid-based, with your craft constantly moving forward one space per turn.  Your bullets and enemy bullets will (normally) move two spaces per turn, so you’ll need to plan your moves carefully to shoot down enemies while avoiding their fire.

I’d like to make it a 3D behind-view Starfox-y kinda thing, where your grid is on the screen and enemies come at you through the ‘floor’, but that may make it too difficult to judge distances so I’m going to work on a simple top-down version first and get that working before I introduce the third dimension.

Stuff I’m starting from:

  • My own bare-bones Java game engine assembled from chunks of my previous 7DRLs and other aborted projects.
  • SPARTAN, which I’ll be using to make some tiles (if I need them).
  • I have one or two old sprites that I might re-use, but the vast majority of the art will have to be made during the week.
  • Some sketchy notes on story and setting, which I may or may not include.

I guess we’ll find out whether I’ve actually learned the lessons last year taught me…

Mysterious Space!

I’m making a side-scrolling, space-shooty rogue-like.

Not very rogue-like sounding >_> BUT WAIT:

  • Go through X levels to retrieve the THING, and bring it back
  • Mysterious “potion/scroll” system (alien artifacts)
  • “Cursed” (incompatible) equipment
  • Perma-death
  • Procedurally-generated levels, equipment (a la Diablo 2 or Borderlands), and enemies

I put together a 10 minute demo video today, showing a couple different level types, a couple randomly-generated weapons, and a little bit of source code:

Mutant Aliens! 157 hour prerelease

Prerelease version. With 11 hours to go, any bug reports, complaints, flames, appreciation, comments, whatever would be appreciated. In particular, is there enough information in the interface to address the concerns previously expressed in comments?



Tested on Windows, Linux, OSX 10.4

The ground shakes gently.
Destroyed the transmitter, didn't get back fast enough, aliens followed me through the door. Went out with a deafening bang.

Mutant Aliens! 151 hour report

Lots of progress. Scent generators do their jobs (when set on a timer), there’s a lot more information in the interface, the sound system is almost working (at the moment you can only hear explosions), holograms are almost working, monster info is displayed in a crude manner, and for the memory system to work I just have to hide the bits that are unknown. Messages and other big wodges of text behave nicely, there’s a speed system, both player and monsters can run, subject to the constraints of stamina (and running speed decreases as stamina is depleted). Screenshot and second prerelease will appear sometime-ish.

Still need:

  • remote controls
  • brain slices
  • working holograms
  • gradated sensitivity to scent for monsters
  • correct sound sensitivity (explosions make you deaf for too long, footsteps are inaudible)
  • critical hit system
  • option to pick up/put down/hide/activate/configure items (at the moment only throwing works)

Winning is now a bit too easy, because high explosives kill things very reliably. I’ll crank up the monster spawn rate when all the player’s nice toys are implemented.


Mutant Aliens! 125 hour prerelease


Apply finger to trigger for as long as necessary, with gentle shaking.
This is what happens if you hang around too long.



It’s playable, it’s winnable, it’s losable. There are invisible explosions. There are also lots and lots of missing features. But any bug reports or complaints or recommendations would be appreciated! I’m particularly interested in how fast you move when you hold a key down, because scent maps take a lot of processing and some of the intended features will require more scent maps.

Known issues:

  • Long messages and descriptive text don’t behave nicely
  • On my monitor, blue on black is really difficult to read (any suggestions for alternative colour schemes?
  • Memory is not bounded by number of monsters and items that exist, but by number of monsters and items that have existed in that run. I die or win before this becomes a problem, and the number of corpses you can make is bounded by your finite ammunition.
  • It is not fun to have to inspect a monster by targeting it and pressing ‘i’ to find out how dangerous it is.

Mutant Aliens! 120 hour report

Explosions are implemented but buggy, monsters can follow your scent, monsters spawn, you start in a ship, tab targets a visible monster, the objective (which I haven’t written down yet) is almost accomplishable but not quite with the present equipment (I tend to die with the exit in sight), and I’m marginally less hamstertastic than yesterday.