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#roguelikedev

3 posts2 participants0 posts today

First Screenshot Saturday of 2025 and I don't have much to show, really. I'm very slowly working on my rogue-esque project and at the moment I'm knee deep in hell designing GUI and making it work. In parallel I'm pandering about inventory/combat systems.

Continued thread

"Cursebearer" by u/Noodles_All_Day has undergone an impressive 750 hours of work this year to put together quite a list of systems, with proper content hopefully coming this year.
old.reddit.com/r/roguelikedev/

"Cursebearer is a traditional fantasy roguelike heavily influenced by Angband. It also has a heaping spoonful of inspiration drawn from TES III: Morrowind's mechanics and hilariously broken character build potential, GURPS' classless character system, and Diablo II's itemization."
#roguelikedev

And for the last Screenshot Saturday of 2024, let me show you a "fancified" version of my current rogue-esque project. I added some of my fave post effects, which is very noticeable, but what is much less noticeable are two small enhancements: "pixel art" sampling shader to eliminate jagged lines from ASCII tiles (as seen in Karl Zylinski's video about using this shader in Odin/Raylib), and MSDF bitmap fonts that should look good no matter the scale and that are much more crisp and sharp than SDF (thanks to RedBlobGames who pointed me in this direction).

If you're gonna ask why did I bother with MSDF fonts just to smear it later with post-fx, the answer is "I don't know, don't call me out this harsh". :V

I went exploring the rabbit hole of roguelike localizations and seems like general consensus is that procedural text + localization is simply an unsolved problem. Most high-profile games do not feature any localization.

English is quite easy to generate programmatically, due to lack of grammatical gender or complex inflections. As a native Finnish speaker, I can't even fathom the complexity that'd go into making dynamic descriptions in my own language, with all the inflections.