Heroic Fisticuffs!

Here's a place where I talk about games, applications, websites, and other things that I make for fun. Mostly roguelikes. And robots. Since my domain is hard to spell you probably came here on purpose.

AARL Update

Unfortunately, a family emergency has put the final nail in the coffin for AarrrRL participating in the first-ever Annual Roguelike Release Party. With the "deadline" looming, I can't very well release AarrrRL and call it a complete game. It is much more feature-complete than the 7DRL version, and there are a lot of (what I think are) fun "piratey" features, it simply needs more work.

I'll be releasing a playable beta version in the fall for anyone who is interested in helping me test. Good luck to all of the other AARP participants! I think the Deadline really did help push me towards the finish line -- it really does help sharpen your focus and forces you to work down paths that lead to playability and keeps you from delving into never-ending feature "rabbit holes"!

Anyone want to team up for a "Fall Release Party"? :)

HF

AarrrRL Snapshots

Ship at sea (watch out for that Kraken)

One of my favorite features so far is being able to visit the deck of your own ship. Makes for a fun & strategically useful "moveable stash" level.

The bad guys put up a fight now. The optimal strategy is to carry as many loaded pistols as possible to the other ship; reloading weapons becomes a time-consuming and dangerous process when enemies are around.

All games needs precariously-placed barrels

Of course, every game needs some precariously-placed barrels, and AarrrRL is no exception. One of my must have "extra piratey" features are exploding barrels of gunpowder.

You can also lift barrels by walking into them, and then lower them elsewhere. Eventually I'll have some way of puncturing the barrels so that you can leave a trail of gunpowder and create insane traps. Avast!!!!

Another distraction bites the dust

Cross another game off the list of things preventing me from working on AarrrRL!! 

This time it was Cave Story. How I had never heard of this game before seems like a travesty. Amazing stuff.

Welcome! (to your doom)


Welcome screen. Working on a basic help screen and then version 0.1 will be complete!

Of course, version 0.2 is much much harder.

Development Roadmap Update

Merging version 0.1 and 0.2, attempting to use FogBugz to manage features (and bugs!):

VERSION 0.1
  • Message Buffer w/ Scrollable message history screen
  • Fix lighting bug
  • Equipping weapons - sword, pistol
  • Basic on-screen player status
  • Welcome screen
  • Save/Load
  • Reloadable weapons
  • Help Screen
  • Player ship persistance
VERSION 0.2
  • Basic Monster pathfinding
  • Monster info stored in basic SQLite database (I'm attempting to keep as many things data-centric as possible)
  • Basic equipping / unequipping (not just weapons)
  • Basic stats structure (HP, Attack, Defense)
  • Slightly more useful on-screen player status
VERSION 0.3
VERSION 0.4

Goooooooooooooollll(d)!!!!!

Various piles of loot on the deck of my ship. Added the ability to "visit" your own ship and walk around on it. I think the persistence will be nice; you could build up quite the stash below decks.