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Re:Releasing a Commercial ASCII Roguelike, a Post-Mortem by Kyzrati on Tuesday June 30, 2015 @08:34AM (#9804705)
Yeah, it's an unfortunate limitation of the custom engine :'(

But the alpha does have a rather large number of Linux players since it works great under Wine.

And thanks!

Re:Releasing a Commercial ASCII Roguelike, a Post-Mortem by outworlder on Tuesday June 30, 2015 @09:41AM (#9805085)
Installing (and using) Wine on OSX is a major pain in the rear. A bundled installer would help with that.

I'd love to read more about the custom engine :)

Re:Releasing a Commercial ASCII Roguelike, a Post-Mortem by Kyzrati on Tuesday June 30, 2015 @09:10PM (#9809436)
Yeah, I want to eventually have a wrapper to simplify installation for those players. For now there are step-by-step guides on the forums that keep the process pretty simple with regard to Cogmind.

I may one day write more about the engine. I've written small bits here and there in the past, though nothing comprehensive. Getting busier and busier after release, so less time to write and publish articles :(

Re:Releasing a Commercial ASCII Roguelike, a Post-Mortem by kbenson on Wednesday July 01, 2015 @07:29PM (#9815954)
By the time you are ready to release, you could probably compile to WebAssembly and ship with a bundled webkit/chrome app wrapper (like how Slack's native clients build on a bare bones browser that is bundled with it).

It's crazy how much JS is out-competing Java in some areas.