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 – Day 6

Almost there! I’ve now got almost everything I want in there, including four distinct ‘zones’ each with their own boss.  This is just as well, since I won’t have much time to work on it today – I’m hoping to just have a few hours this evening to hook everything together, cram in a last few features and hopefully do some testing before I release.

140_Hours_B145_Hours_BAlso, since a five minutes googling session revealed no other game with that name, I’ve dropped the ‘Space’ part of the name and am now just going with ‘Hellion’.

Space Hellion – Day 2

After 48 hours, it still doesn’t look like much:


But, I now have the fundamental framework of all the major game systems in place, and it’s already fairly fun to play, if a little lacking in challenge at the moment.  Soon fix that, though!

Next main objectives are HUD, inventory and picking up items.  Once that’s done, I’m going to spend half a day experimenting with a behind-the-ship 3D view.  If that’s fun, the top-down view shown above will be kept on one side of the screen as your ‘radar’ to make judging distances easier.  Otherwise, I’ll rework the top-down view with some better graphics.

Space Hellion – Day 1

After 1 day (16 hours, to be exact, but I’m going to bed now), this is what I have:


It doesn’t look like much, but the core is there; things can move, things can shoot other things at a third type of thing until that thing stops existing and so on.  Tomorrow I’ll put in some enemies that can move and shoot on their own and then we’ll have a game on our hands.

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…