Since a few months I've the idea of forking a little side project from RogueBox Adventures after the next release. The game would have one huge randomly generated map with towns,wilderness and dungeons on it and play a bit like a classic crpg. I also have an raw idea for a plot already where the player needs to solve different themed dungeons in order to save the world.
I'm not sure if I really will start this project but I guess it could be a cool game.

Today I was able to work a bit more on RogueBox Adventure's item suffix system. 6 of 25-30 suffixes are already implemented yet. It seems the system will be much more complex then I expected but I guess the games battle system will gain a lot of depth because of suffixes.

The past days I didn't work on my game much. (Shame on me! ;) )
Instead I spent my time on Isleward a MMORPG completely written in javascript. It can be played in browser or via a native client. IMHO the game does many things right and could be seen as an example for a good foss rpg. The comunity seems to be very friendly as far as I could tell. And... I LOVE the 8bit-ish art style!

isleward.com

Today I made some progress with the item suffix system of RogueBox Adventures. I hope I'll be ready to upload my changes soon.
But now I am kinda unhappy with the alchemy system. Maybe I will rework it as well.

Past weekend I did at least a little progress on RogueBox Adventures.
I'm still have hope that we will have some release this year. The todo-list isn't that long anymore:

-finish the main quest as far as possible

-add some more NPCs and small side quests

-finally finish the suffix system for items (hope to do this during the next days)

-rework the damage of weapons(this will need some testing and balancing work)

Wow! It seems the pyxel retro game engine did some nice progress since I visited its github page last time. I'm looking foreward to see some games made with this.

github.com/kitao/pyxel

What a crazy week. A lot of family drama last weekend followed by 5 days full of extra work. Let's hope this weekend will be better and I will find some time for my game.
But we'll see...

Another busy but very beautiful week is over. I hope I'll find a bit time to work on Roguebox Adventures tomorrow.
Expect some new screens soon!

Here are the new screens I promised. The first one shows a dialog from Adventures story, the second one shows the new edges for liquids and the last one shows the new wall edges.

I just listened to s02e01 of 'Comand Line Heros' a podcast about open source made by RedHat.
I got aware of it because this episode was about gaming and open source.
I think they are a bit to optemistic about what they call 'a shift toward open source attitudes inside gaming industry' but I think I'll give the format a chance and listen to s02e02 too. Not at last because of the good production value the show has.

Command Line Heroes: feeds.pacific-content.com/comm

I just listened to s02e01 of 'Comand Line Heros' a podcast about open source made by RedHat.
I got aware of it because this episode was about gaming and open source.
I think they are a bit to optemistic about what they call 'a shift toward open source attitudes inside gaming industry' but I think I'll give the format a chance and listen to s02e02 too. Not at least because of the good production value the show has.

Command Line Heroes: feeds.pacific-content.com/comm

I was totaly mute on Mastodon for the past weeks (or are it months already). The main reason for this was a busy time in my RL (including a new job and some private changes). But I really hope that things will become better soon and I can post a few screenshots of my progress with RogueBox Adventures. I used the bit of sparetime I had to work on it and just started to implement an plot into the game. You can follow this story or completely ignore it.

I just tried today.
What a nice little !
It is perfect for a fast run during your break or before going to bed. It has also a very good UX for a ascii game and a few interesting simplifications in comparison to the classic roguelike formula. And the best of all it is !

download.tuxfamily.org/boohu/i

I used the past few days to improve the pets feature in RogueBox Adventures.

Hera are some impressions.

Imagine a federated platform like #PeerTube that replace #iTunes for distributing podcasts. It would have all the benefits of pirate radio (or #HackerPublicRadio); diverse voices, a plurality of sources, decentralized production and consumption, plus all the benefits of iTunes; any podcaster can potentially heard by anyone in a global audience, and without the downsides of a platform controlled by a single gatekeeper like Apple corporation.

Today I've added an invisible buff to RogueBox Adventures. Looks good so far. The next step will be to add invisibility for monsters too. I hope this adds some more tactical deepth for the battles inside the game.

Yesterday I reworked the text-output of RogueBox Adventures.
I am not sure if I like the way it looks now but at least you can read your messags much better now.

Reclaiming RSS

“Before Twitter, before algorithmic timelines filtered our reality for us, before surveillance capitalism, there was RSS: Really Simple Syndication … As we move away from the centralised web to the peer web, it’s time to rediscover, re-embrace, and reclaim RSS.”

ar.al/2018/06/29/reclaiming-rs

#ethicaltechnology

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gamemaking.social

Hi! I hope Game Making Social is a cosey, friendly place to talk and share stuff about amateur videogame making and everything surrounding that. It's kinda an offshoot of Game Making Tools, which is a wiki(+) for a similar audience.

Game makers, game writers, game players most welcome! Unless you're a jerk!!

I also try to maintain a list of not-jerk game-making communities on the wiki, which you might find interesting.

Please read the rules before signing-up :)

Oi there's also a forum at forums.gamemaking.social.

PS: We have Animal Crossing, LSD, and Klik & Play emoji :3