I’ve had to take a break on the article-writing to immerse myself in my work. Theory is fun, speccing can be rewarding, and hooking up is good, but sometimes I’ve found myself missing real hands-on gameplay programming.
A friend of mine has been creating a Rogue-alike as a side-project labor of love for the past few years, and recently it went from sporadic updates to a full-on development flurry. This of course made me very jealous, as tile-based engines allow for amazing freedom in creation… There are few limits and implentation is a breeze. It’s all about the gameplay.
The game is Dungeonmans, and he releases updates openly as an in-progress effort… It obviously revels in its old-school presentation… although the graphics are getting better by the day.  He’s created an overworld and NPC quest system as well as invested a great sense of humor within, so in some ways it outpaces similar indie dungeon-crawlers already. It even can gather play stats that get collected at the home base for analysis and high scores.
Recently he made the codebase available to a few of us, and we’ve all been diving in and having a blast. I’ve been working on a trap system recently, and I gotta say it’s the most fun I’ve had with development since Heretic II. It’s been a while since I’ve worked on something past midnight without even noticing.
It’s not Diablo III, but fun doesn’t have to be developed in 3D by hundreds of people…Â Â Â Check it out.