thank you for the kind words! There's some small bugs I keep meaning to fix but I don't have any big updates planned. Is there something you'd like to see added?
voxel
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A great implementation of a classic! You did a great job making this exciting, and I appreciated the quality of life improvements like speeding up the explosions during long chains.
As a veteran of the atom wars of the 90s, I found it fairly easy to play against the AI. I'd like it if their moves were a little less random. Also because the board is quite large, it's sometimes quite easy to miss where an AI places its move if no explosions happen. If you're open to it, maybe it'd be nice to colour the square they play in for a moment, much like the player selection cursor?
Very cool, thanks for making this!
I thought this was spam at first, but I think maybe you were just typing too fast! Thanks for the feedback. I don't understand what you're saying about framerate at all, do you have a link to some kind of easy to understand explanation?
I don't plan on updating this game, it's just a gamejam entry. But I could use any knowledge in future games if you share it
I've been asked a couple of times about RaylibDC, so figured I'd post some links to that and other resources. Feel free to add your own!
- Raylib4Dreamcast write games in C with the well known Raylib library
- Simulant A cross platform C++ game engine
- Antiruins A Lua game engine
- Kallistios The underlying framework that makes most Dreamcast homebrew possible, very actively updated and lots of example code
- Dreamcast Wiki Loads of help and tutorials to get started
- DCEmulation Public forum full of useful secrets and lore
Fantastic game once again! I ran into a few confusing moments but each time I found the right menu item after a little searching. The addition of the manual is really nice, especially the in-universe introduction.
At first I thought the menu system was going to be quite clunky, but the shortcut keys really speed things up to the point where the game just flows so nicely. Being able to heal unconscious squad members back to consciousness, recruiting hostages and looting fallen enemies to turn them into full soldiers - so much more depth than I'd initially expected.
I understand the '20 minute session' idea but I can't help but want a slightly more fleshed out version. The scoreboard definitely adds replayability but I'm emotionally invested in Medic Usteme's career and would love to carry units across missions. Still, it's better to be left wanting more than to be bored, and I definitely wasn't bored
Thanks for the kind words Sam. I don't have the capacity to share the process in a fun and interesting way, but I wrote this in C on a modern desktop PC, used http://gamedev.allusion.net/softprj/kos/ as an interface to the Dreamcast hardware. There's forums where people still discuss DC dev, and the 'Simulant' discord server is very active with dreamcast developers.
Also: amazing glasses in your pic