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Badly coded beats not coded every time.

The pair of them tried the whole 3D thing with their previous game, Armok. They said that it limited their options too much, so they decided not to do it. I don't think the core rendering speed has anything to do with that decision.

Besides, there are passable tilesets available by replacing the fonts, support for individual bitmaps for every creature, and if you don't mind directly accessing the memory, even an isometric renderer (Stonesense). All of these graphical enhancements are made by fans, freeing the two of them making it to just make the game.

The development log for this game is fascinating and occasionally hilarious. Today he implemented a system that lets refugees from conquered sites turn to banditry if they 'choose' to. A long time back, to test thermal conductivity, he took control of a magma man, grabbed on to an adventurer's head with both hands, and waited for its various tissues to catch on fire / melt.



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