After importing a lot of items from the old Snowfallen version I did manage to implement a basic inventory/equipment screen. I want to keep things as basic and clear as possible.
Search found 14 matches
- Thu Jun 20, 2019 2:09 pm
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
- Sun Jun 09, 2019 7:11 am
- Forum: General Discussion
- Topic: What tools do you use to develop modules?
- Replies: 1
- Views: 7626
What tools do you use to develop modules?
I spent the last weeks and months digging into Lua, the t-engine and module development. After all this time I think I finally get the hang of it. Personally I think that an engine mostly coded in Lua is in theory quite flexible and easy to extent but also really hard to learn. As a newbie I often h...
- Sat May 25, 2019 9:25 pm
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
Re: Snowfallen - A fantasy puzzle roguelike
I am currently implementing a simulation based "physics" engine to Snowfallen. It basically is a map extension that controls elemental forces like fire, ice or rain. If you throw a fireball at a wooden floor you can expect the floor to burn. The fire may spread to nearby tiles or you can t...
- Fri May 17, 2019 4:56 pm
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
Re: Snowfallen - A fantasy puzzle roguelike
Today I designed the first real "dungeon". Dungeon is a relatively broad term. In Snowfallen even a simple house can be entered. The first dungeon is a barn with cows.

- Wed May 15, 2019 11:31 pm
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
Re: Snowfallen - A fantasy puzzle roguelike
Today I managed to define a difficulty level setting for each map. Enemies and objects are bound to a difficulty range (as in ToME) but it works a little differently. As I understand it the t-engine works a lot with a linear level calculations. If you go a level deeper into a dungeon the level diffi...
- Tue May 14, 2019 12:48 pm
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
Re: Snowfallen - A fantasy puzzle roguelike
Talents and usable items can now inflict temporary effects on actors. It is shown in the UI and actor descriptions. Most basic and technical stuff of the new Snowfallen version is now implemented. The next days and weeks I will have to spend on world building, importing all items, monsters and map z...
- Mon May 13, 2019 6:13 pm
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
Re: Snowfallen - A fantasy puzzle roguelike
Today I have implemented the talent system. Like in ToME there will be activated, substained and passive talents and a skill tree for each class.
- Sat May 11, 2019 6:57 pm
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
Re: Snowfallen - A fantasy puzzle roguelike
I coded a mini map today. I looked around the lua and c++ code of the engine and figured out that there is currently no way for me to get pixel access without writing my own C++ code or fight with image raw formats. So I decided to use a rather inefficent lua approach until I got the time to impleme...
- Thu May 09, 2019 10:53 pm
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
Re: Snowfallen - A fantasy puzzle roguelike
Today I worked on some more structured level generators and designed a world map. I still need to find a way to display a minimap. Since the complete local map is shown on screen anyway the minimap acts as a way to visualize the world map instead. To do this I would need pixel access to an image to ...
- Tue May 07, 2019 7:51 pm
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
Re: Snowfallen - A fantasy puzzle roguelike
I am currently working on a GUI in the t-engine. It is not pretty but at least functional.
- Sun Apr 28, 2019 1:08 pm
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
Re: Snowfallen - A fantasy puzzle roguelike
Today I have implemented usable items. Snowfallen uses a lot of consumables because there is no automatic regeneration of any kind. I still have to implement effects that last for multiple turns. snowfallen_2_0_4.jpg I still need to construct a graphical user interface. Until now only the map and a ...
- Sat Apr 27, 2019 11:57 am
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
Re: Snowfallen - A fantasy puzzle roguelike
Progress has been made. I've successfully included inventories (needs a body with INVEN variable, not quite clear and not part of the example project) and the ability to pickup, wear and drop items. I also managed to generate some generic tooltips, although I would like to define the size of graphic...
- Mon Apr 22, 2019 8:08 am
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
Re: Snowfallen - A fantasy puzzle roguelike
A long time without a post. Sorry, this project is not dead, however I had more important things to do (like finishing my phd thesis 8) ) in the last months. It is quite some work to import an existing game to a new engine. I am also a complete noob in Lua. But I made progress. It is still a long ro...
- Sun Jan 14, 2018 5:58 pm
- Forum: Modules
- Topic: Snowfallen - A fantasy puzzle roguelike
- Replies: 14
- Views: 19025
Snowfallen - A fantasy puzzle roguelike
Hello all. A year ago I did my very own 7DRL challenge. It actually was my first serious attempt at a game ever and to increase the challenge I choose Unity3D to be the engine I would use. Well, things went great and Snowfallen 1.0 was born. Of course, the game was very basic but still fully playabl...