Ray, the Raycasting Engine

Having recently hit a pile of deadlines for my main projects, the last chunk of which resulted in me working 7 days per week, my partner used rather strong language to imply I needed to take some time off work. Which is… fair.

Wolf3D, with its perpendicular walls and no ceilings, floors or lighting.

So, I set out to do so. The problem is, what I do for fun (write, make video games, sometimes do indie film stuff) isn’t just an overlap with what I do professionally it… really pretty much just IS what I do professionally. But I had sworn to myself that I wouldn’t touch my “main” projects (Deck & Conn and the Freeports [Hey, that makes a nice band name!]), which left me wondering what to do for a few weeks.

I decided I could let myself work on something fun. A side project, just for me. And something I’d been curious about for a long time is – a software-rendered Raycasting engine akin to Wolfenstein or Doom.

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Disconnected, Part 1

So, some context here – I’m currently on a social media break. Not a big one, probably just a week or two, but I try to do it with some regularity. (And I recommend you do too.) All the social media doom-scrolling apps are nuked from my phone and devices, and I logged out from the browser versions.

It’s good, but it also means that those interesting things I find or weird thoughts don’t become shitposts, they just go… nowhere. Or they used to. I’ve been keeping a running list of my thoughts and interesting links that I find during my Disconnected Week.

What follows is that – a mini essay, some thoughts, and links to things I found interesting throughout my week.

A couple hugging and standing at the front of a Sydney Metro train, looking out the front window as we come out of the underground tunnels and head towards Sydenham. Photo taken on my iPhone 13. Far from my favourite camera but hey… the best camera is the one you have on you, etc, etc.
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Dungeons of Freeport Log 6 – A Day in the Life

I tried to do something a little different the other day – I decided to microblog my morning work on DFP in extreme detail on Mastodon, just in case it was of interest to people. It had a second purpose – to look at my own purpose and style, see what I could learn about my own way of operating (if anything useful at all).

For posterity, and in case it’s of interest people, I am putting the entire log, from about 9am to 12pm, here in this post.

Note: The italicised comments which look like this and begin with note are comments I have added while compiling these mastodon posts into this blog post. They are intended to add a bit more context, or correct something.

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Dungeons of Freeport Log 5 – Desktop Graphics

No, literally. Dungeons of Freeport’s new graphical version is designed to evoke the feeling of playing a pencil ‘n paper role-playing game.

I spent a long time deciding what graphics I wanted the shiny new version of DFP to have, and every time I came around to pixel art dungeon crawling, I realised something which I touched on last dev log: there are too many games like this. Or, more accurately, there are too many games that look like this. So, musing on what kind of thing I wanted to see, and noting that Roguelikes have a long tradition of using ASCII (or faux-ASCII) in graphical mode… it just made sense.

Dungeons of Freeport. The player has just entered the Cat and Crucifix Inn.

This blog post will be about the last few months of adaptation as I move the game’s UI from terminal mode to graphical – and my plans for the next few months.

(Note: the larger fonts shown in some of the below screen shots are WiP)

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Deck & Conn Update

Some good news – Deck & Conn is a recipient of funding as part of the Screen NSW Digital Games Seed Development Program. That means the next phase of Deck & Conn’s development is taking place in the coming months thanks to the support they’re providing.

This step will involve taking the earlier combat demo, and turning it into a full vertical slice of the game. It will also involve balancing work and additional mission types being added beyond pure scenarios – plus additional art, music and writing.

Dungeons of Freeport Log 3 – Gameplay & Tools

The end of the year had me busy with other things so I didn’t as much done as I’d wanted (on anything, really, apart from a robust form of melancholy) but… with the intended milestone finally hit, it’s time for another dev log.

This one is on tools and high level gameplay – that is, the map editor I created for DFP, how it’s used… and why it exists in a Roguelike.

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Dungeons of Freeport Log 2 – Proc Gen Dungeons

When I first hacked together the early version of Dungeons of Freeport, I put together a very quick and dirty method for generating the dungeons. It’s the most common beginner’s one. But the last few weeks, I’ve been deciding which techniques to use for this game’s dungeons.

Before I start going into a bit more information about it, a few caveats:

This is my first Roguelike (or, Roguelike, depending on your perspective), but I’ve been doing proc gen in my games since the very start, really. My first game, TownCraft, used proc gen for every level. Super Death Fortress and its sequel did the same thing. But both used very simple proc gen techniques – just enough to do what I wanted them to, certainly noting that’d turn the head of anyone used to serious Roguelike work.

Secondly? If it’s not obvious already, what techniques (and there are many) to use to generate a dungeon is very subjective. Please don’t take my conclusions in this blog post as some kind of assertion that this is the One True Way. These techniques are what I chose for this specific game based on my needs and, frankly… what I enjoy coding.

I am, however going to talk a bit about different techniques I tried and rejected – and why.

Finally? Most everything I learned to do this came from numerous fantastic articles and talks which can be found online. I will link to all the relevant ones that helped me at the bottom of the article.

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