Sunday, September 20, 2009

Yet Nother Roguelike Framework

As most developers probably know, every game you develop make all subsequent ones easier to make.

Until now I've been using the venerable Ad-Hoc Craptacular Framework method (AHCF from now on), namely- starting new games by ripping off relatively-general-use code from older ones.

The AHCF method works, and works quite well. Every new game your ever changing "framework" gets more general & useful and before you know it it doesn't take that much effort to transform it into something that's easily packable and usable in a new game simply by copying a single directory/jar/dll/whatever.

As you've probably guessed by now, the game I'm currently developing has its code separated to an engine and a game component, and when it gets a bit further along it might even be useful for other people to build their own projects on top of its engine.

Stay tuned for further updates,


  1. Yes, it seems to be the fashionable thing to do these days ;)

  2. This seems to be the natural eventual order of things ;D

  3. Yeah, unfortunately I underestimated the difficulty of keeping the engine and the game separate...