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*** Update of previous tech-demo with shadow-casting test code. Interesting to look at, but is it worth pursuing? ***
A bit more than a year has passed since Rogue Touch was unleashed in the App Store. Many false starts and setbacks later I'm finally making some good progress on my new, more advanced roguelike. The story, monsters, gameplay mechanics and graphics are unique- not based on any existing roguelike.
Meet Mineko: the lead character for this upcoming game, and watch her wander aimlessly in a series of twisty caves...
What you're looking at here is not representative of the final game, this is just a test code-platform that was slapped together over the course of a week... including learning OpenGL in the process to help push new boundaries in roguelike gaming!
It's un-optimized and not very pretty yet. Despite that, it's already more visually impressive than Rogue Touch... I'm still very proud of how RT turned out, but you haven't seen anything yet ;)
When will it be done? Ideally, well before summer 2010... but the best answer is "when it is ready"!
After receiving a pending comment e-mail this morning I realized some of these *very* old videos may be misleading since the rendering and art has changed dramatically. A better example is found in the "Spirit Hunter Mineko: Exploring the World" video, where shadow casting is closer to (but still not as good as) its current design in my daily builds.
I'll probably remove these old "tech tests" as soon as I get a chance to film the current state of the art in iPhone roguelikes :)
ChronoSoftVideos 1 year ago
id sugest bluring the edges of the line of sight and adding a fog of warr to the places youve already visited
86Corvus 1 year ago
@86Corvus This test video is very old now as you can see, we've come a long way in the visual design. There is still more to do, but things are leaps and bounds above this shadow cast test. Hopefully I can post a new video soon :)
ChronoSoftVideos 1 year ago