Roguelikes and all things Roguish

What have I been up to? Month-long-disappearance edition!

Well hello there, I haven’t posted  a blog post in awhile! Well, this has mostly been due to school becoming more busy and the up and coming release of stellaris utopia among other things.

I am quite addicted to stellaris.



School doesn’t help either, I have had a few exams and a-lot of assignments to work on so my life over the past month has been a never ending cycle of :

work on assignment->play stellaris ->eat -> work on assignment play stellaris->eat and so on. Oh the struggle.

I have some good news though.

I have had time on weekends to work on RLDR, of course I will never stop working on that. This current version is on its way to release, I have made many improvements and i’m excited to show those off to you guys but I have yet to finish the brain-destroying and rather complex magic system I had planned , but once thats in, I can release, and I have some other plans for that as-well.

The idea is that the player can combine ruins to get magical effects and apply them to items, some items may spawn with a spell already applied to them, and I figured out a great way of organizing that using a list of numbers that represent effects and have effects on each other and parsing those together by looping through them. More news on that to come, ill try not to have any more hiatus like this. But in the mean time you should all play Stellaris. Its one of the most interesting games I have ever played, so much so that I actually had a desire to work on mods for it, that hasn’t happened to me since dwarf fortress. The music is great too I guess. 😉


The Utopia expansion for that game launches in only 3 days. That may negatively effect my productivity even more. Hopefully I have the self control to avoid that. I also have an exam on Wednesday. Wish me luck.

Thanks for playing my game guys! Thank you for donating as well. I have had a couple donations over the past week, so I figured You guys deserve a thanks! Thank you! You have no idea how much that means to me.

Well back to watching lets plays of stellaris utopia’s press version…. err I mean..studying for my exam. (while listening to them in the background of course).



What have I been up to?

So This blog post may be a bit dry, but sorting through it you may find some stuff you like.

I recently got sound working in the game, and I have also composed a dungeon delving theme (which took 6 hours by itself) and have implemented it into the game, but I also have much more gameplay content implemented, undead, non-op ethereal creatures, undead levels (dungeon levels that are themed around undead 😀 ), more special rooms, buttons, the ability to now play entirely with the mouse if you so choose and understand the controls, which is awesome. So I like to think I got quite alot done.

Capture.PNGYou can listen to the song here:

Right now i’m working on improving the undead and adding new undead related AI (for example creatures that can raise corpses as zombies). And corpses are edible now for 25 food and water, so you will no longer always eventually starve or die of thirst, which is good. Still balancing that though.Capture2.PNG

After that is done, i’m going to go on to add some basic tactical magic, with a recently brainstormed magic system, which should be great when its done. Then it will be time for the next release and another surprise.

As always, you can catch me every other day or more doing development streams on my twitch channel, the most recent broadcast was me composing that song, among other things so it may be worth watching (Forewarning it was 5 hours long). You will also see gameplay on there of the in dev version game (and other games I stream occasionally, such as dwarf fortress).

Thanks for playing the game and thanks for reading!

More info soon.


You can download the most recently released version of the game here:



Weaknesses and Lairs

So this weekend I spent time working on new AI for the game, and making being ethereal actually mean something.

So, the first thing I will hit on today is what being ethereal now means in the context of the game.

It used to be that ethereal was just a cosmetic tag that changed the color of a creature to a bright cyan color, now, it grants them 100 defense, and a 25% dodge chance.

However, that would make them overpowered no? So now they also have a weakness to elemental damage, so they take an additional +2*Section# poison and fire damage when hit by one of those damage types so in order to kill an ethereal you have to use  a special elemental weapon or a staff, staffs work best against them since they hit for both poison and fire at the same time.capture

As you can see, weaknesses are signified with minus signs before the numbers because they are kind of like negative resistances. But that isn’t exactly how it works.


I also now have lair building ai, that seeks out walls and digs out lairs and drop items in them, the lairs can vary greatly between species, but heres one example.


Heres that creature’s description.


Heres another lair from a different species.


You can even catch them digging if you are lucky enough.

I think thats about all for today!


What have I been up to?

I have been back from my vacation for almost a week, and I am proud to report that I have started working on RLDR again, over the past couple days, I have implemented a way of keeping track of what faction a creature is in (eg a creature can be part of a group of creatures that don’t attack each other) and I can have over 200 of them if I need to, I have also implemented new AI that is “territorial” eg attacks anything that comes within 5 squares of it (including other monsters!), so that is the first of the numerous new AIs I need to add to improve the tactical aspect of the game, the next enemies I need to add should be able to shoot things, and then I need to add AI that can patrol, and poison/magma trails and AI that can tunnel.. Then I need to add a way of dealing with those threats that is interesting and fun. I ill probably be implementing tactical magic soon as-well. Should be a fun month!

I have also started streaming way more often then I used to on my twitch channel I sometimes stream game development so be sure to check that out!

Also, remember to follow me on twitter if you want to be even more updated on current developments and other random things.

I had a good vacation as-well, had a lot of fun and was able to spend time with my family, so that was good!

I am also going back to my university in a couple days, ill still work on the game, but a lot of you probably understand that it may be hard to get an update out every day, hopefully every week is a good enough frequency. Thanks for playing! Tell your friends! And thank you for reading!


Vacation and vacation issues

Hello roguelikers/players  I’m on vacation in Iowa for two weeks, and I accidentally left my laptop (which has all my programming tools on it/my codebase on it) at home so I wont be able to work on it for the next two weeks. Sorry about that, I will probably still work on it as in looking up different algorithms/brainstorming but I will be unable to touch my codebase.

Just thought I should let you know.

I will however set up a github for it when I do get home, so I dont have these issues again.The github repository will likely be private for now.

Version 0.1.5 released

After a busy finals week which is now over, where I was studying and programming I finally released version 0.1.5!

This version comes with numerous UI improvements including the ability to throw and examine things with your keyboard instead of just your mouse, and the ability to move and attack using your mouse. More creature variation, numerous bug fixes, some more AI variation for enemies, and many other improvements! More Information in the changelog!

I also updated the roadmap with colors that tell you whether something is currently being worked on or done. (even though the roadmap is very sparse)

Download page here as usual:


Roadmap finally posted!

I have finally posted a roadmap, its not formatted the best right now but at least its a roadmap!

Check it out and tell me what you think!

The roadmap is divided into “Milestones” which act as subsections, and each subsection has a few of its own subsections.Milestones are labeled in dark magenta.It also isn’t necessarily in order you will see me jumping around a-lot working on the different subsections and of course not everything is on the roadmap, just the big things.

Thats all for tonight, Thanks for playing the game!

Released Version 0.1.4 of RLDR

This version includes numerous graphical changes and bug fixes.

As always download is at the main download page.

The RLDR Download Page



The Feel Of The Game (Again)

So, I wasn’t satisfied with the graphical aesthetic of the version of RLDR I released  a few days ago, so I have been changing the style and ridding myself of all the default libtcod colors in between working on assignments and studying for the exam I have tomorrow.

And this is the result:

(Click on images to enlarge)

(For some reason imgur reduced the quality of them)

I also added blood and blood splatter, some new possible creatures to generate, and creatures that are aligned to an element will now be colored based on that element. (among other things)

It will still be awhile till the next release (I have a few other things I want to do before then)

(I later decided to post this version as version 0.1.4)


Ill post a roadmap on the dev page soon.

Thats all for now!

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