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gym

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A member registered May 06, 2019 · View creator page →

Creator of

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Thanks for asking. Regrettably development on this, and all of my personal game projects, has stalled. It really did not occur to me that anyone might be anticipating updates. This game only gets a few downloads per week.

If I started back up, I would migrate the content to a newer (unpublished) engine I've partly built. Benefits would include cross platform support, vastly improved performance, and a simpler, more robust content pipeline. I considered putting it on Steam as well  I think roguelike players are spoiled for choice these days, though.

The game is really multiple console objects, and the dungeon map window is really a "viewport" that limits what the player sees. Each console gets its own font, etc. The way I did it is probably different than the way it's done in the current version, since IIRC there were some big changes between major versions. I recommend reaching out to the SadConsole guys and checking out their documentation and demo projects.

I used Monogame's IntermediateSerializer library, which I don't really recommend. Look up game serialization, object serialization, etc. Lots of solutions out there. Your goal is to get all the objects you care about saved into like an XML or binary file that you then load into your game later. It is one of the more annoying things to build yourself, though.

I don't have any plans to release the source code at this time. Basically I use SadConsole to render and build menus, and Roguesharp to do all the fiddly work I didn't want to write myself (FoV, probability/rolling, ICell). The bigger stuff like map generation, game systems, saving, and content I created myself. For what it's worth, I moved into using SadConsole very early into development. The creator of that library is very friendly and can probably answer any questions you have about it. He actually posted in this comment section below!

If you have more specific questions, I might be able to help. Thanks for checking out the game.

Cool. I’ll try to reproduce your issue in 0.3 to get it fixed. Thanks for playing!

I made alpha 0.2 available for download again if you'd like to give that a go. I'm away from my dev environment for the holiday weekend. I may be able to debug this some more for you later if you can give me a few more details about your issue. Can you get past the title screen? Click 'New Game' > 'Premade' > pick some character type. This is the fastest way to get in the game.

There should be a debug log file in your game folder. You can open it in any text editor, like Notepad. If you want to post the content here, I may be able to help more.

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Mouse controls would be a bigger task, but I’ll put it on my list. There’s no in game key rebinding, but you can edit Keys.config in your game folder to change them.

I really like working with SadConsole! You should be proud of the excellent library and documentation you created.

There is a page on RogueBasin: http://www.roguebasin.com/index.php?title=Tenebrae_et_Mors though I have not added too much info to it. I have considered turning this comment section into an itch.io "forum", but I believe that hides all the posted comments.

If you type ‘?’ while on a dungeon screen, you’ll get the controls list. There’s also a “keys.config” file in the game directory where you can change the keys to whatever you like. It’s just a text file, so you can open it with Notepad or another text editor.

One thing I know that isn’t obvious from reading the key list is that you can attack a hostile monster by walking into it.

Adding an in-game key setting configuration is on the to-do list. Thanks for giving the game a go!

Hi, Asin. After a bit of research, unfortunately I don't want to claim support for Windows Vista as the last .NET version on Vista was 4.6. One of the libraries I use, SadConsole, requires 4.6.1! Here's the official MS .NET requirements matrix: https://docs.microsoft.com/en-us/dotnet/framework/get-started/system-requirement...

Having said that, .NET 4.7.1 (the version the game currently targets) may work on Vista anyway. I don't have anyway of confirming this, though.

As for 32 vs 64 bit, the game should run on either. Sorry for the bad news, but thank you for checking out the game anyway!

Going forward from version 0.1.14, which I just uploaded, the game should generate a 'debug-log' file in your game folder if/when your game crashes. I'll figure out a way to share this file with me, probably just by emailing it.

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Sorry to hear. Are you playing 0.1.13? And it happens for both the premade and user made characters? If you go to the game folder, then drill down to the "Data/Save" directory, are there files in there?

One possibility is that you either don't have .NET installed (not likely since the game wouldn't run), or you need to be on a more current version. Locally I have .NET 4.7.2 installed. You can get the runtime from Microsoft: https://dotnet.microsoft.com/download/dotnet-framework/net472 Just one idea!

Thank you, though I take no credit for creating the tileset. That was done by the fine people at kenney.nl

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D'oh! Looks like even the title is in alpha! Oddly enough I got it right on the banner for this page and in game. Just messed up my URL.