Alright! As promised - here's the first public release of Cursed Dungeons! The game is now winnable; you need to collect the Sigil of Uaubh-ygg at the bottom of the dungeon (currently depth 6) and exit the dungeon. The game is far from complete yet but at least playable.
Grab the Android APK file from here (you'll need to enable installation of 3rd party apps in your settings, otherwise the install will fail - later I will upload it to google play store)
Trying to add some brilliant large boss monsters. But man was that difficult to implement! I have not designed for entities to take up more than one tile from the beginning and it really exposed some flaws in the design.. but on the other hand it looks cool, so I'll have to keep at it:
I have been convinced to start updating this blog again :) Old posts have been archived - this blog will now focus on the development of my new roguelike game for Android. I got inspired to develop when i saw the amazing graphics by Thomas Whetnall at http://eight2empire.blogspot.com/.
The game itself is currently not named. It's a roguelike game, although maybe not by the all definitions of roguelike.. since it's not turn-based. Instead it's realtime but not really a action-twitch type realtime game but more of a casual realtime. The player should not really be stressed by having to rely on reflexes.
The game is developed entirely be me, using the fantastic libgdx (http://code.google.com/p/libgdx/). libgdx is absolutely great for android game development since it has great performance and a well thought out API which does not get in the way. The biggest advantage though is probably the ability to run your app on desktop without changing any code which greatly improves productivity (bye bye crappy android emulator!).
The graphics by Thomas are retro-cool 8x8 tiles but with a really cool personality. Honestly I didn't think it was possible to put so much into only 64 pixels!
Currently the game is functional - you can run around, kill monsters, pick up items, use doors, stairs. Saving is also implemented. But much remains to be done. The game is going to be quite casual - not hardcore-roguelike with lots of stats.
I will try to post development progress here on a regular basis.