Weekly update: Zircon & Caves of Zircon

Multiple new tutorial articles are out!

How To Make a Roguelike: #20 Wrapping Up

Our roguelike game is now complete. Let's take a look at what we can do next!

How To Make a Roguelike: #19 Win and Lose Conditions

Our game is almost complete now, and the only thing which is missing is a Victory and a Lose screen. Let's add them now!

How To Make a Roguelike: #18 Help and Examine Dialogs

Now we have almost everything in our game, but a new player might be puzzled how to play. Let's add help and examine dialogs!

Weekly update: Zircon & Caves of Zircon

Multiple new tutorial articles are out!

How To Make a Roguelike: #17 Experience and Leveling Up

We can kill a lot of monsters now but we don't gain anything else apart from the loot. Let's add leveling to our game!

How To Make a Roguelike: #16 Aggressive Monsters

We have loot lying around in the dungeon, but it is kinda lame. Let's create a new type of monster which will carry these!

How To Make a Roguelike: #15 Weapons and Armor

Our character can loot food, but there are no weapons nor armor in our game yet. Let's create them.

Weekly update: Zircon & Caves of Zircon

New tutorial article & Tileset Upgrades

How To Make a Roguelike: #14 Displaying Stats

We have a lot of information about our character, but we can't see them. Let's add some visualization for them!

Weekly update: Zircon & Caves of Zircon

New tutorial article & Performance Upgrades

Weekly update: Zircon & Caves of Zircon

New tutorial article & API cleanup

How To Make a Roguelike: #13 Food and Hunger

Having items is nice, but let's improve on that by adding a new game mechanic: hunger!

Weekly update: Zircon & Caves of Zircon

New tutorial article, HBox and VBox implemented + debug mode improvements

How To Make a Roguelike: #12 Items and Inventory

Since we have combat, monsters, and fog of war, now is the time to add items to our game!

Weekly update: Zircon & Caves of Zircon

New tutorial article, example upgrades, and progress with the new HBox

How To Make a Roguelike: #11 Wandering Monsters

Now that we have Fog of War, let's hide something beneath it: a wondering monster!

How To Make a Roguelike: #10 Vision and Fog of War

Having stairs to lower levels is nice but it is no fun if everything is visible at once. Let's add a vision system!

Weekly update: Zircon & Caves of Zircon

New tutorial article, progress bars and Graphical renderer for LibGDX

Weekly update: Zircon & Caves of Zircon

New tutorial article, progress bars and Graphical renderer for LibGDX

How To Make a Roguelike: #9 A Multi-level Dungeon

Now that we have real combat let's expand the explorable dungeon to all the levels we have generated!

Weekly update: Zircon & Caves of Zircon

This week there is a new tutorial article, and updates from projects using Zircon

Weekly update: Zircon & Caves of Zircon

This week there is a new tutorial article, and updates from projects using Zircon

How To Make a Roguelike: #8 Combat and Damage

Having monsters in our world asks for one thing: real combat. Let's work on that a bit!

Weekly update: Zircon & Caves of Zircon

New tutorial article for Caves of Zircon, and a bunch of new documentation pages added!

How To Make a Roguelike: #7 Stationary Monsters

Now that we can interact with the World, the next logical step is to add monsters to it!

Weekly update: Zircon & Caves of Zircon

New tutorial article for Caves of Zircon, and new tilesets are arriving to Zircon!

How To Make a Roguelike: #6 Entity Interactions

While walking through walls is fun, it is not a good game mechanism. Let's improve on that with Entity Interactions!

Weekly update: Zircon & Caves of Zircon

This week is 7DRL!, also Amethyst upgrades, and new documentation pages have arrived.

How To Make a Roguelike: #5 Exploring the Cave

Now that we have a Player in our game let's learn how to move him around!

Weekly update: Zircon & Caves of Zircon

Input handling upgrades, infinite modals and integration testing!

How To Make a Roguelike: #4 The Player

Our cave is ready to explore, so let's add a player to it!

Weekly update: Zircon & Caves of Zircon

Input handling upgrades, and component events have arrived!

Weekly update: Zircon & Caves of Zircon

This week input handling was refactored to the new model, and now it supports event bubbling and capturing!

Weekly update: Zircon & Caves of Zircon

This week we came up with a prototype for the new input handling mechanics, and also upgraded the Game Area

Weekly update: Zircon & Caves of Zircon

New tutorial article is out! We also have a new splash screen from now on for Caves of Zircon.

How To Make a Roguelike: #3 Generating Random Caves

Now, we generate an actual dungeon, or rather a cave we can explore in our game.

Weekly update: Zircon & Caves of Zircon

New tutorial articles are out for Caves of Zircon, and View support was added to Zircon.

How To Make a Roguelike: #2 Views, Screens, Inputs

We gonna learn how to work with Views and Screens and also how to handle inputs from the user.

Weekly update: Zircon & Caves of Zircon

We released the Christmas Release this week, and also the first version of Caves of Zircon.

New Zircon Release: 2018.12.25-XMAS

A new Zircon version is released: 2018.12.25-XMAS.

Weekly update: Zircon & Caves of Zircon

This week was about release preparation, adding data binding and bug hunting.

Weekly update: Zircon & Caves of Zircon

Preliminary LibGDX renderer implementation for Zircon is ready! Also there are some new fetures in Caves of Zircon.

How To Make a Roguelike: #1 Project Setup

This article explains how to set up the tutorial project on your computer and get started with it.

Weekly update: Zircon & Caves of Zircon

Caves of Zircon now has inventories, items, wandering creatures and more! We also have a contributor who is working on a libGDX implementation!

How To Make a Roguelike

This article is the start of a tutorial series which will teach you how to write a roguelike game.

Weekly update: Zircon

We're now nearly halfway through with Caves of Zircon! We also added some minor improvements to Zircon.

Weekly update: Zircon

Had progress with Cobalt and integrated it with Zircon. Now the EventBus is no longer part of Zircon.

Project Update: Hexameter is now known as Mixite

Hexameter has been refactored into a Kotlin multiplatform project.

Weekly update: Zircon

Roadmap for the next release with announcing some new things.

New Zircon Release: 2018.5.0-RELEASE

A new Zircon version is released: 2018.5.0-RELEASE.

Weekly update: Zircon

Some old issues closed: TextArea now works as intended, plus some usability upgrades.

Weekly update: Zircon

Release preparation with some Modifier upgrading. Thanks for Coldwarrl for helping us out!

Weekly update: Zircon

Our agenda was release preparation and API streamlining this week!

Weekly update: Zircon

This week was mostly spent with the Component system upgrades. We also had some fun with lightweight animations.

Weekly update: Zircon

This week was spent devising how component wrapping should be done. We also made some upgrades to how TileGraphics works.