yendor.ts companion game progress
The generic game provided with yendor.ts is almost on a par with the last python tutorial chapter. Added recently : equippable items (sword and shield) possibility to throw items at enemies with...
View Articleyendor.ts 0.1.0 is out
Most changes are in the companion game. It is now possible to force the use of a specific renderer by adding ?renderer=<name> at the end of the URL. Supported names are : pixi/webgl pixi/canvas...
View Articleyendor.ts now features A* pathfinding
You can check the (basic) sample here. The next step is to use the pathfinding toolkit in Generogue to improve creatures. Right now, they use scent tracking and stupidly stack on each other when they...
View Articleyendor.ts 0.2.0 is out
This version includes the A* path finding toolkit and ranged weapons. The documentation still needs some work. https://github.com/jice-nospam/yendor.ts/releases/tag/v0.2.0 Some candidate features that...
View Articleyendor.ts : git branch filtering ahead
I’ll have to filter the master branch on github to fix some commit information. I’m not a git expert and I learn it slowly. Hopefully, this should be the last time I need to do such an operation....
View Articlescheduler added to yendor.ts
A pre-requisite for the “overencumbered” condition was to be able to have creatures with different speed. This is done on master branch. The game now features : creatures with different walking speed...
View ArticleTypescript 1.4 brings improved performances to yendor.ts
Typescript 1.4 is out. Thanks to its new support for union types, you can now use directly an integer in place of a string color. Before : console.fore[x][y] = "#3388DD"; Now : console.fore[x][y] =...
View Articleyendor.ts 0.3.0 is out
This version focused on actors’ speed. You can now run away from a troll as they are slightly slower than you. There’s also a new regeneration potion that regenerates health points over time (this...
View ArticleYendor.ts 0.4.0 release
This version brings wands and staffs, higher framerate and lower CPU consumption and limited ranges (scrolls, wands, bows, item throwing…). The UI also has some small improvements like range and area...
View ArticleGenerogue : doors!
The dungeon builder now place doors in a way that makes sense. You can open/close a door by pressing e when standing on an adjacent tile. Most of them are plain wooden doors that block sight, but there...
View ArticleYendor.ts 0.5.0 release
This version brings a lot of refactoring in the GeneRogue code, extracting two new libraries from it : umbra.ts : scene graph manager + event bus + user input gizmo.ts : a widget toolkit embryo There...
View ArticleLet there be more light – yendor.ts edition
I finally started to implement TCOD’s lighting system into GeneRogue. It’s still work in progress, torchs and candles never burn out and there are probably a few bugs. You can check the game here :...
View Articlelights update
I’ve just pushed a new version with various improvements : candles and torchs burn away. You can see how much remains in the inventory lanterns can now be refilled with oil flasks On the implementation...
View Articlenoise in yendor.ts
The noise module is now complete, featuring 1D to 3D simplex noise and fbm functions. All this can be seen in the benchmark.
View ArticleYendor.ts 0.6.0 release
The main changes are : a new noise module in yendor.ts similar to libtcod’s lighting in generogue with various items (consumables like torch and candle, refillable like lanterns and magic like sunrod)...
View Article0.7.0b1 online !
I’ve just pushed the 0.7.0 version on github. You can try the game here and the benchmark here. As it’s still poorly balanced, I suggest you rather use the debug version at...
View ArticleYendor.ts 0.7.0 release
There are probably a few bugs here and there, but overall it should be quite stable : https://github.com/jice-nospam/yendor.ts/releases/tag/v0.7.0 Next step : behavior trees !
View ArticleBehavior trees sneak peak
I have the first version of behavior trees ready in yendor.ts, just not yet pushed to github. The result is that monster’s AI is now trivial as it only has to execute the tree tick function: public...
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