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	<title>Adventures of a Newbie Roguelike Dev</title>
	<atom:link href="http://www.gruesomegames.com/blog/?feed=rss2" rel="self" type="application/rss+xml" />
	<link>http://www.gruesomegames.com/blog</link>
	<description>Following the highs and lows of beginner software development</description>
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		<title>My roguelike tattoo</title>
		<link>http://www.gruesomegames.com/blog/?p=174</link>
		<comments>http://www.gruesomegames.com/blog/?p=174#comments</comments>
		<pubDate>Sat, 05 May 2012 17:01:43 +0000</pubDate>
		<dc:creator>Darren Grey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[tattoo]]></category>

		<guid isPermaLink="false">http://www.gruesomegames.com/blog/?p=174</guid>
		<description><![CDATA[Perhaps some might think this is kind of weird, but I&#8217;m rather proud of the games I&#8217;ve made, so for my 29th birthday I&#8217;ve gotten a tattoo to represent them all: Each @ is coloured by the theme of one of my games, in order: Gruesome, Toby the Trapper, Unstoppable, Broken Bottle, Run from the [...]]]></description>
			<content:encoded><![CDATA[<p>Perhaps some might think this is kind of weird, but I&#8217;m rather proud of the games I&#8217;ve made, so for my 29th birthday I&#8217;ve gotten a tattoo to represent them all:</p>
<p><img class="alignnone" title="Roguelike Tattoo" src="http://sites.google.com/site/darrenjohngrey/stuff/geeky%20roguelike%20tattoo.jpg" alt="Roguelike Tattoo" width="600" height="1002" /></p>
<p>Each @ is coloured by the theme of one of my games, in order: <a href="http://www.gruesomegames.com/#gruesome">Gruesome</a>, <a href="http://www.gruesomegames.com/#trapper">Toby the Trapper</a>, <a href="http://www.gruesomegames.com/#unstoppable">Unstoppable</a>, <a href="http://www.gruesomegames.com/#broken_bottle">Broken Bottle</a>, <a href="http://www.gruesomegames.com/#shadow">Run from the Shadow</a>, <a href="http://www.gruesomegames.com/#harrowed">Harrowed</a>, <a href="http://www.gruesomegames.com/#sickpeter">sick peter</a>, <a href="http://www.gruesomegames.com/#roguerage">Rogue Rage</a> (to be released shortly).  And yes, any future games will have to be added in a line  :)</p>
<p>A couple more shots:</p>
<p><img class="alignnone" title="Roguelike Tattoo 2" src="http://sites.google.com/site/darrenjohngrey/stuff/roguelike%20tattoo%202.jpg" alt="Roguelike Tattoo on my right wrist" width="600" height="1002" /></p>
<p><img class="alignnone" title="Roguelike Tattoo 3" src="http://sites.google.com/site/darrenjohngrey/stuff/roguelike%20tattoo%203.jpg" alt="Close-up of my roguelike tattoo - a series of @ symbols" width="549" height="417" /></p>
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		<title>sick peter &#8211; a new game for the Molyjam 2012</title>
		<link>http://www.gruesomegames.com/blog/?p=167</link>
		<comments>http://www.gruesomegames.com/blog/?p=167#comments</comments>
		<pubDate>Mon, 02 Apr 2012 20:07:12 +0000</pubDate>
		<dc:creator>Darren Grey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[molyjam2012]]></category>
		<category><![CDATA[sickpeter]]></category>

		<guid isPermaLink="false">http://www.gruesomegames.com/blog/?p=167</guid>
		<description><![CDATA[Well, I was feeling pretty depressed about failing my 7DRL (which *will* get released eventually), but on Thursday I heard about a new game jam that I had to take part in.  The goal was to make a game based on one of the tweets of PeterMolydeux, the fantastic parody of legendary game designer Peter [...]]]></description>
			<content:encoded><![CDATA[<p>Well, I was feeling pretty depressed about failing my 7DRL (which *will* get released eventually), but on Thursday I heard about a new game jam that I had to take part in.  The goal was to make a game based on one of the tweets of PeterMolydeux, the fantastic parody of legendary game designer Peter Molyneux.  Best of all I had the opportunity to code this alongside fellow indie devs in London &#8211; something I&#8217;ve never done before.  Alas I had but 5 hours to actually make something, but the end result is something I&#8217;m fairly proud of:</p>
<p><a href="http://www.whatwouldmolydeux.com/display.php?GameID=237">http://www.whatwouldmolydeux.com/display.php?GameID=237</a></p>
<p>[Edit: Problem with the site, but you can find the game here: <a href="http://sites.google.com/site/darrenjohngrey/games/sick%20peter.zip">http://sites.google.com/site/darrenjohngrey/games/sick%20peter.zip</a> ]</p>
<p>In &#8220;sick peter&#8221; you play a terminally ill four year old Jewish boy looking for his lost mother in Nazi-occupied Holland.  It&#8217;s a stealth game mostly &#8211; you have to avoid the German guards whilst also managing your depleting stamina, which gets harder as your illness creeps up on you.  It&#8217;s a roguelike insofar as it has random environments, permadeath and is turn-based, but there is no direct combat and it&#8217;s more story-focused (albeit very short).</p>
<p>There&#8217;s also a video of me presenting the game here (around the 8:44:00 mark):</p>
<p><a href="http://www.twitch.tv/metzopaino/b/313560199" target="_blank">http://www.twitch.tv/metzopaino/b/313560199</a></p>
<p>There  were a lot of other interesting games displayed that I was very  impressed by, like one where you are a ghost and must influence cats  using sounds in your microphone.  Ooh, and Peter Molyneux (the real one) was there himself!  Was pretty cool to be around other  developers in general.  There was a lot of humour and camaraderie.  Was  good fun!  I&#8217;ve done game challenges in the past, but never physically  around other people.  Will have to do more of these in future  :)</p>
<p>Ooh, and a screenshot:</p>
<p><a href="http://sites.google.com/site/darrenjohngrey/games/sickpeter.png"><img class="alignnone" title="sick peter screenshot" src="http://sites.google.com/site/darrenjohngrey/games/sickpeter.png" alt="" width="627" height="415" /></a></p>
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		<title>7DRL 2012 start: Rogue Rage</title>
		<link>http://www.gruesomegames.com/blog/?p=164</link>
		<comments>http://www.gruesomegames.com/blog/?p=164#comments</comments>
		<pubDate>Sat, 10 Mar 2012 19:33:23 +0000</pubDate>
		<dc:creator>Darren Grey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[7drl2012]]></category>
		<category><![CDATA[roguerage]]></category>

		<guid isPermaLink="false">http://www.gruesomegames.com/blog/?p=164</guid>
		<description><![CDATA[Rogue Rage will be a melee-centred roguelike which tries to cut out all the crap and make basic bump to attack fun.  No inventory, no special key presses, no experience system, no game log, no dice rolls, no stats, no to hit calculations.  The focus is entirely on your character and how he moves with [...]]]></description>
			<content:encoded><![CDATA[<p>Rogue Rage will be a melee-centred roguelike which tries to cut out all the crap and make basic bump to attack fun.  No inventory, no special key presses, no experience system, no game log, no dice rolls, no stats, no to hit calculations.  The focus is entirely on your character and how he moves with respect to his enemies, with deterministic combat making it a tactical game.  This is supported by a passive attack system (you will always attack adjacent enemies, with certain rules applied), with bumping into enemies triggering special effects dependant on your stance (stance-changing is easy and you learn new stances by beating bosses).  Also has a rage meter than when filled give you temporary super-powers.</p>
<p>Those are the intentions anyway.  We&#8217;ll see how it all turns out  :)  I&#8217;ll be using the T-Engine, since it served me immensely well last year and it can help add a few cool graphical things.</p>
<p>Good luck to everyone taking part!  The end of the 7DRL week is even better than Christmas, and I&#8217;m looking forward to trying out everyone&#8217;s cool new games.</p>
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		<title>How to Make a 7DRL</title>
		<link>http://www.gruesomegames.com/blog/?p=157</link>
		<comments>http://www.gruesomegames.com/blog/?p=157#comments</comments>
		<pubDate>Wed, 01 Feb 2012 00:28:41 +0000</pubDate>
		<dc:creator>Darren Grey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.gruesomegames.com/blog/?p=157</guid>
		<description><![CDATA[I had a couple of people asking me about this, so I guess I&#8217;ll try and impart some sagely advice. I&#8217;ve done two 7DRLs, a 4DRL, a 32HRL and a 1HRL. I&#8217;ve also a failed a 7DRL, so I know where one can go wrong too :) Some general points: Plan ahead. Write down your [...]]]></description>
			<content:encoded><![CDATA[<p>I had a couple of people asking me about this, so I guess I&#8217;ll try and impart some sagely advice.  I&#8217;ve done two 7DRLs, a 4DRL, a 32HRL and a 1HRL.  I&#8217;ve also a failed a 7DRL, so I know where one can go wrong too  :)  Some general points:</p>
<ol>
<li><strong>Plan ahead</strong>.  Write down your ideas in list form.  Don&#8217;t get too detailed, but have an idea of how you&#8217;ll implement them.</li>
<li><strong>Small scope</strong>.  Your game should ideally be based around one novel concept, or trying to do one thing well.  Stick to just one dungeon, basic items (if any), simple mechanics.  If you&#8217;re going for more than this then make sure you consider what&#8217;s essential and what&#8217;s not.</li>
<li><strong>Throw out the genre tropes</strong>.  Identification system and hunger clock don&#8217;t add much to a 7drl and take away time from more fun things.  If removing the hunger clock you&#8217;ll likely want to remove background healing too.  Plenty of other things can be removed, like stairs to previous levels (so you don&#8217;t have to worry about coding persistent levels) or entire combat mechanics.  Do you need to code a chance to hit and dodge or can you make things simple and deterministic?  One of the best elements of 7DRLs is seeing how you can strip a roguelike to its bare bones and still have it be fun to play &#8211; maybe even more fun if done right.</li>
<li><strong>Reuse as much code as possible</strong>.  Borrow off past projects and other games.  The goal of the challenge isn&#8217;t to spend seven days writing new FOV algorithms.  That&#8217;s all been done before.  Make something new!  Level generators are an especially big time sink &#8211; stick to quick and easy cellular automata whilst you focus on real gameplay.  A lot of players turn to <a href="http://doryen.eptalys.net/libtcod/">libtcod</a> for a good code base to get their game development into gear quickly.  The <a href="http://te4.org/">T-Engine</a> is excellent too.  Don&#8217;t be worried about your code being sloppy or a mess &#8211; if it works then just bloody well use it!  You&#8217;re unlikely to touch the code again after the week&#8217;s over, so it doesn&#8217;t matter how hacked together it is.</li>
<li><strong>Don&#8217;t get distracted</strong>.  Keep IRC closed.  Don&#8217;t follow other peoples blogs and projects.  Don&#8217;t blog yourself.  Turn off your whole damned net connection if you have to.</li>
<li><strong>Keep planning and revising</strong>.  Your plans are bound to change, and your expectations.  Keep making lists of what you expect to do the next day, and what you need to do by the end of the week.  Make sure plenty of those things are optional, since you&#8217;ll likely not have time to do them all.  Personally I send e-mails back and forth to myself each day from work/home, and make notes on paper or my phone whilst on the move.  If you have an idea in the middle of the day be sure to jot it down.</li>
<li><strong>Reserve the last day</strong> for entirely bug-fixing, playtesting and polish.  Most likely it&#8217;ll get overrun by other things, but in that case at least you&#8217;ve got some extra time for that.  And if you do get the time to polish then your game will be all the better for it.</li>
</ol>
<p>Some further general points about how to make your game appeal to others:</p>
<ol>
<li><strong>Provide a straight exe for Windows, Linux and Mac</strong>.  You can sort this out properly after the 7 days if need be, since it can take time to get people on other OSes to help you out.  If your game is on python or some obscure engine then bloody make sure it can be played on other peoples&#8217; computers.  Too many 7drls are flat out hard to get running.  Most players won&#8217;t spend longer than a few seconds trying.</li>
<li><strong>Support standard keys.</strong> That means numpad and vi keys generally.  Configurable is great, but not necessary. Make sure you can bring up the controls in-game by pressing &#8216;?&#8217;.  Preferably have a reasme file too.</li>
<li> <strong>When announcing your success give a good description, some instructions</strong> to get it running, and a link to the download and a screenshot.  Try and use some reliable hosting like Google Sites.</li>
<li> <strong>Better to be too easy than too hard</strong>.  If the game is impossible to penetrate no one will play it.  If it&#8217;s too easy then lots of people will play it exactly once.  Being in the middle is better, but if you&#8217;re going to err one way it&#8217;s best to err easy.  An elegant way to do this is to have a fairly flat difficulty curve &#8211; make the player stay about the same power level throughout, and the monsters get more interesting abilities rather than simply getting more xp/damage.  Cutting out character progression also makes things easier to code!  Less time needed for playtesting too.</li>
<li> <strong>Get friends to play it and get feedback</strong>.  The most invaluable thing is to watch someone else play it in person without giving them any advice &#8211; seeing their frustrations and delights is both insightful and inspiring.</li>
<li> <strong>Do a post-7DRL bugfix/polish release</strong>.  Makes it more likely that your game will be played and appreciated.  There&#8217;s no shame in admitting you missed out on some things during the frantic 168 hours.</li>
<li> <strong>Have fun</strong>.  I love the thrill of the challenge, and the last day always gets my heart racing.  It&#8217;s also about the only time of year I get pushed into doing some real coding, which is great because my schedule&#8217;s normally too busy.  Game coding presents a unique blend of problem-solving and creativity that no other past-time can provide.  To create something new that others can interact with and enjoy is truly satisfying.  Hopefully you&#8217;ll have fun playing your game too  ;)</li>
</ol>
<p>I also think it&#8217;s nice to throw in references to the number 7 here and these in your game (or even just in odd bits of the code).  Note the number of points made here and how they&#8217;re split up.  But that&#8217;s just me  ;)</p>
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		<title>44 Votes on Roguelike of the Year!</title>
		<link>http://www.gruesomegames.com/blog/?p=154</link>
		<comments>http://www.gruesomegames.com/blog/?p=154#comments</comments>
		<pubDate>Thu, 29 Dec 2011 08:48:27 +0000</pubDate>
		<dc:creator>Darren Grey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.gruesomegames.com/blog/?p=154</guid>
		<description><![CDATA[Okay, so it ain&#8217;t exactly matching the 700+ votes of ToME4, but 35 votes for Broken Bottle and 9 for Run from the Shadow is extremely gratifying for me. 9% of the games got over 80% of the votes in the poll, so even getting 1% is fantastic. Broken Bottle has been the highest voted [...]]]></description>
			<content:encoded><![CDATA[<p>Okay, so it ain&#8217;t exactly matching the 700+ votes of ToME4, but 35 votes for <em>Broken Bottle</em> and 9 for <em>Run from the Shadow</em> is extremely gratifying for me.  9% of the games got over 80% of the votes in the poll, so even getting 1% is fantastic.  <em>Broken Bottle</em> has been the highest voted 7DRL this year, which is pretty damned great in my books.  Thanks a lot to those who voted!</p>
<p>2012 is almost upon us.  The votes for <em>Run from the Shadow</em> remind me that I really must polish it up and produce a far better version.  With that in mind here are some further ideas in my head for the coming year:<br />
 &#8211; Port <em>Gruesome</em> and <em>Toby the Trapper</em> to the T-Engine, with updates to both (including massive updates to Gruesome)<br />
 &#8211; Port <em>Unstoppable</em> to Android (will likely never happen, but it&#8217;s a nice thought)<br />
 &#8211; 7DRL based on sanctity, rage and revenge (come on, March!)<br />
 &#8211; Make a *Band/DoomRL hybrid called <em>Hobbits with Guns</em> (a much bigger project)<br />
 &#8211; Make a massive procedural story-based roguelike that&#8217;ll blow the world away (I&#8217;ll almost certainly never find time for this, but I have some cool ideas that I&#8217;d like to play with at least)</p>
<p>I dunno what I&#8217;ll actually achieve, but I am itching to make some new stuff next year.  I&#8217;m still very much a newbie roguelike dev, and I have a lot to learn with the T-Engine especially, but whenever I get the time to code it&#8217;s still fun to discover new things.  I worry that if I ever get beyond the newbie dev stage I&#8217;ll find the whole experience dull&#8230;</p>
<p>Oh, and keep your eyes peeled for some very very cool interviews and features on <a href="http://roguelikeradio.blogspot.com/">Roguelike Radio</a>.  2011 has been a nice beginning for the podcast, and I have high hopes that 2012 will be even better.</p>
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		<title>Harrowed &#8211; A RL made in zero hours whilst drunk :/</title>
		<link>http://www.gruesomegames.com/blog/?p=151</link>
		<comments>http://www.gruesomegames.com/blog/?p=151#comments</comments>
		<pubDate>Sun, 30 Oct 2011 01:29:19 +0000</pubDate>
		<dc:creator>Darren Grey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[harrowed]]></category>

		<guid isPermaLink="false">http://www.gruesomegames.com/blog/?p=151</guid>
		<description><![CDATA[Yes, I managed it, though around the 45 minute mark I thought I was seriously going to fail. The game is a simple dungeon crawler &#8211; you get your health regenerated upon level change, and must kill/avoid the enemies chasing you. Download the windows version here: http://www.gruesomegames.com/harrowed-win-1.0.zip Alternatively Mac and Linux users can download the [...]]]></description>
			<content:encoded><![CDATA[<p>Yes, I managed it, though around the 45 minute mark I thought I was seriously going to fail.  The game is a simple dungeon crawler &#8211; you get your health regenerated upon level change, and must kill/avoid the enemies chasing you.  Download the windows version here:</p>
<p><a href="http://www.gruesomegames.com/harrowed-win-1.0.zip">http://www.gruesomegames.com/harrowed-win-1.0.zip</a></p>
<p>Alternatively Mac and Linux users can download the <a href="http://www.te4.org/download">T-Engine beta 34</a> and grab the module file for the game here:</p>
<p><a href="http://www.gruesomegames.com/harrowed-mod-1.0.zip">http://www.gruesomegames.com/harrowed-mod-1.0.zip</a></p>
<p>You can find more info about the zero hour game jam here:</p>
<p><a href="http://www.ludumdare.com/compo/2011/10/25/0h-game-jam-make-a-game-in-zero-hours/">http://www.ludumdare.com/compo/2011/10/25/0h-game-jam-make-a-game-in-zero-hours/</a></p>
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		<title>A game in zero hours?</title>
		<link>http://www.gruesomegames.com/blog/?p=148</link>
		<comments>http://www.gruesomegames.com/blog/?p=148#comments</comments>
		<pubDate>Thu, 27 Oct 2011 20:20:57 +0000</pubDate>
		<dc:creator>Darren Grey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[harrowed]]></category>

		<guid isPermaLink="false">http://www.gruesomegames.com/blog/?p=148</guid>
		<description><![CDATA[Slashie linked me to this post last week: http://www.ludumdare.com/compo/2011/10/25/0h-game-jam-make-a-game-in-zero-hours/ And I thought well&#8230; that sounds fecking impossible. But it&#8217;s stuck in my mind, and watching a documentary about arctic wolves has just given me an inspiration for a simple but potentially interesting game. Not sure if I can do it in an hour, even with [...]]]></description>
			<content:encoded><![CDATA[<p>Slashie linked me to this post last week:</p>
<p><a href="http://www.ludumdare.com/compo/2011/10/25/0h-game-jam-make-a-game-in-zero-hours/">http://www.ludumdare.com/compo/2011/10/25/0h-game-jam-make-a-game-in-zero-hours/</a></p>
<p>And I thought well&#8230; that sounds fecking impossible.  But it&#8217;s stuck in my mind, and watching a documentary about arctic wolves has just given me an inspiration for a simple but potentially interesting game.  Not sure if I can do it in an hour, even with the wonderful T-Engine, but I&#8217;m damn well gonna try!</p>
<p>One potential problem is that the challenge is set at 3am this Saturday, and I&#8217;m supposed to be at a house party that night&#8230;  Can I make in a game in zero hours whilst <em>pissed</em>?  Well, I guess there&#8217;s only one way to find out&#8230;</p>
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		<title>Gruesome, Trapper, Unstoppable on N900</title>
		<link>http://www.gruesomegames.com/blog/?p=144</link>
		<comments>http://www.gruesomegames.com/blog/?p=144#comments</comments>
		<pubDate>Fri, 21 Oct 2011 14:36:30 +0000</pubDate>
		<dc:creator>Darren Grey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[gruesome]]></category>
		<category><![CDATA[n900]]></category>
		<category><![CDATA[trapper]]></category>
		<category><![CDATA[unstoppable]]></category>

		<guid isPermaLink="false">http://www.gruesomegames.com/blog/?p=144</guid>
		<description><![CDATA[Some clever chap has ported my FreePascal games to the Nokia N900. With their relatively low number of keys they should be fairly playable on the small device. Details are here: http://talk.maemo.org/showthread.php?t=75179]]></description>
			<content:encoded><![CDATA[<p>Some clever chap has ported my FreePascal games to the Nokia N900.  With their relatively low number of keys they should be fairly playable on the small device.  Details are here:</p>
<p><a href="http://talk.maemo.org/showthread.php?t=75179">http://talk.maemo.org/showthread.php?t=75179</a></p>
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		<title>Cardinal Quest free for one day</title>
		<link>http://www.gruesomegames.com/blog/?p=140</link>
		<comments>http://www.gruesomegames.com/blog/?p=140#comments</comments>
		<pubDate>Sun, 02 Oct 2011 13:30:33 +0000</pubDate>
		<dc:creator>Darren Grey</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://www.gruesomegames.com/blog/?p=140</guid>
		<description><![CDATA[Ido Yehieli is making Cardinal Quest available for free&#8230; but just for today. Details are here: http://twitter.com/#!/tametick/status/120485642504372226 (or if you want a shortcut, visit http://t.co/ipXZGxYK and enter code BXZQ00097) Cardinal Quest is a commercial indie roguelike by developer Ido Yehieli, with a very unique focus on interface and style. I helped review it on Roguelike [...]]]></description>
			<content:encoded><![CDATA[<p>Ido Yehieli is making Cardinal Quest available for free&#8230; but just for today.  Details are here:</p>
<p><a href="http://twitter.com/#!/tametick/status/120485642504372226">http://twitter.com/#!/tametick/status/120485642504372226</a></p>
<p>(or if you want a shortcut, visit <a href="http://t.co/ipXZGxYK">http://t.co/ipXZGxYK</a> and enter code BXZQ00097)</p>
<p>Cardinal Quest is a commercial indie roguelike by developer Ido Yehieli, with a very unique focus on interface and style.  I helped review it on <a href="http://roguelikeradio.blogspot.com/2011/08/episode-1-cardinal-quest.html">Roguelike Radio</a> a few weeks back, and it&#8217;s definitely a game worth playing, so this is a great opportunity for those who haven&#8217;t tried it yet.</p>
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		<title>ARRP Success: Run from the Shadow</title>
		<link>http://www.gruesomegames.com/blog/?p=138</link>
		<comments>http://www.gruesomegames.com/blog/?p=138#comments</comments>
		<pubDate>Sun, 18 Sep 2011 23:09:55 +0000</pubDate>
		<dc:creator>Darren Grey</dc:creator>
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		<category><![CDATA[arrp2011]]></category>
		<category><![CDATA[release]]></category>
		<category><![CDATA[shadow]]></category>

		<guid isPermaLink="false">http://www.gruesomegames.com/blog/?p=138</guid>
		<description><![CDATA[This is a new game I&#8217;ve written in the T-Engine in less than a day and a half. Admittedly I ran a little out of time and didn&#8217;t get to add sound effects like I would have wanted to. There&#8217;s also a couple of minor features missing. In particular item tooltips don&#8217;t work in the [...]]]></description>
			<content:encoded><![CDATA[<p>This is a new game I&#8217;ve written in the T-Engine in less than a day and a half.  Admittedly I ran a little out of time and didn&#8217;t get to add sound effects like I would have wanted to.  There&#8217;s also a couple of minor features missing.  In particular item tooltips don&#8217;t work in the inventory, and I never implemented a right-click on player command to streamline the interface.</p>
<p>It&#8217;s a very short and simple game, based on themes of guilt and escapism.  The gameplay twist is simple &#8211; the game boss appears x turns after you&#8217;ve been on any level, but early on you don&#8217;t have the power to defeat it.  The only option is to run!  Until you feel powerful enough to face it, of course.</p>
<p>To play you can download the <a href="http://gruesomegames.com/games/shadow-win-1.0.zip">windows standalone version</a>, or download <a href="http://te4.org/download">beta 34 of ToME4</a> and drop the <a href="http://gruesomegames.com/games/shadow-mod-1.0.zip">module folder</a> into game/modules/.</p>
<p>Kinda boring screenshot:</p>
<p>http://gruesomegames.com/games/shadow-scn.png</p>
<p>And now for some well-deserved sleep  :)</p>
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