Re:Releasing a Commercial ASCII Roguelike, a Post-Mortem
by Kyzrati on Tuesday June 30, 2015 @06:29AM
(#9804147)
Many thanks! And feel free to wait until the price drops next year if you need to :). I've got enough funds to see it through to completion, though I'd like to use any surplus to hire a professional composer for the OST.
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Re:Releasing a Commercial ASCII Roguelike, a Post-Mortem
by kh_hk on Tuesday June 30, 2015 @08:52AM
(#9804784)
I too have been following the development of Cogmind since having a post of mine about dungeon generation using BSP trees being linked on your dev blog. The game looks impressive.
Congrats on the release!
Re:Releasing a Commercial ASCII Roguelike, a Post-Mortem
by Kyzrati on Tuesday June 30, 2015 @09:07AM
(#9804880)
Thank you, and yeah for that first post in the mapgen series I linked to a bunch of good online examples for others to check out, so thanks for that :D
Re:Releasing a Commercial ASCII Roguelike, a Post-Mortem
by kh_hk on Tuesday June 30, 2015 @09:29AM
(#9805016)
Your game dev blog is worth alone a good read. Specially the 5 part series on map generation. Most sources online are pretty obscure, being either just a brief on what algorithms steps involve or a crude demo attached on a forum.
If anyone is interested, these are the series I am talking about:
http://www.gridsagegames.com/blog/2014/06/procedural-map-gen...
http://www.gridsagegames.com/blog/2014/06/mapgen-tunneling-a...
http://www.gridsagegames.com/blog/2014/06/mapgen-cellular-au...
Re:Releasing a Commercial ASCII Roguelike, a Post-Mortem
by imdsm on Tuesday June 30, 2015 @10:52AM
(#9805674)
I recommend Lifeformed (https://lifeformed.bandcamp.com/), their music is the best.