Prepare again for a journey into the chilly caves, as a new version of Frozen Depths has been released after almost one year of work.
Many enhancements make the game much better now, and it is overall fun to play, with interesting content and a theme completely integrated into the gameplay. Prepare to kick ice blocks and loot frozen adventurers bodies, while whacking ice crabs and eating your warm goo. Beware the big mosquitos!
A fairly advanced UI, a complete point based skill system and the temperature system that requires you to gather clothing and take care of becoming a frozen @.
Grab your copy while it is cold at the official website
A new website has risen: The angband craze goes on with a collection of periodical competitions; starting from a common savefile, the fellow angbanders play to make their best either in vanilla or one of the popular variants.
Current competition is for SAngband, and will run until August 31 2007
Further info here
As pre announced some time ago, the current Angband development team has released a new major version. Thank you very much dudes, I am sure lots of people will enjoy all your hard work!
This the final release of the Angband 3.0.7s series. Quite a number of people have been involved in this version, and thanks must be given to Hugo Kornelis, Pete Mack, Marco K and Frank Palazzolo, Christer Nyfalt, Leon Marrick, Andrew Doull, Kenneth Boyd, Iain McFall, Kiyoshi Aman, Christophe Cavalaria, Nick McConnell, Brendon Oliver, Antony Sidwell, “Yendor”, and Shanoah Alkire. Probably others, too. :)
Further info here, including downloads for Windows, RISC OS and Source Code
Tarindel has announced a roguelike development contest to be held at his new forums… the goal? to write a cool dungeon generator that outputs to an HTML file to be appraised by the world!
To commemorate the opening of the programming forums on my website, I
am hosting a Roguelike programming contest. The objective: write a random dungeon generator in the language of your choice.
Sound easy? It’s as easy or as hard as you make it. The point is to have fun, create some interesting new dungeon designs, give you a reason to try out that algorithm that’s been in the back of your head, or even learn a new language. Because all entries are output to HTML, no mucking with I/O libraries is needed.
Deadline is August 5th, so… if you feel like creating and sharing some content, surf here, read the guidelines and go onto your quest!
Donnie Rusell, the same guy from AGB-Rogue, which I have posted about early on, announces the release of a new version of AGB-Hack.
So, if you are tired of dying at the hands of the evil RNG, or just want to feel a bit of pet company, this is your chance :)
The game uses the same “ported UI” than AGB-Rogue, which means you can play the game just like you were on a PC (You have access to a virtual keyboard, which is tied to the key-bindings for quick reference).
This one, however, comes with no tiles. But in my opinion, half the charm of Hack (and NetHack) comes from their ASCII modes.
AGB_Hack is an adaptation of Don Kneller’s PC Hack 3.61 to the GameBoy Advance.
* Menu-based inventory/command interface. You can now select an object in your inventory and perform actions relevant to it.
* Many selections that previously required a keypress have been
converted to menus.
* Bugfixes, optimizations and small changes to improve playability
(see changes.txt file for details)
Developer: Donnie Rusell
Mr. Jeff Lait (creator of POWDER and many other smaller Roguelikes), has finished his six-month report on the activity level of the roguelike development scene.
As evident from his data and analysis, we are seeing more and more activity on roguelike projects lately, which is always good. The genre today is more alive than ever, and it is up to the developers and the player to keep this tendency like this for the years to come!
By these numbers, it has been a great year for roguelikes. We have seen the % active jump up to 40%. This is not just due to new roguelike creation, but is also due to a lot of roguelikes surfacing from the bottom of the list. After the first year, I had commented that roguelikes have a slower development cycle than people give them credit for. This is underlined once more as we see the tenacity of roguelike developers.
The absolute numbers are equally impressive – 66 projects saw another point release in the last year. Of those, an astounding 50 were last updated in the last six months.
You can read the complete report here