Sunday, March 18, 2018

It's alive!


you can now play Hellband on
There are some minor screen refresh oopsies, but nothing that interferes with the game-play.

Saturday, March 17, 2018

Eat your veggies

Or, in *band terms, fix your compile time warnings. It seems that `-Wall` and `-pedantic` have come up with a ton more checks since I last compiled Hellband, resulting in a number of actual bug fixes.

One of these bug-fixes fixed the knowledge menu features, which did not work any more on *nix.
Another one did not allow for `extra_shots` to be computed correctly.
Another one prevented damage bonuses and armor class bonuses to be applied to randarts. (Ouch!)
The rest was minor stuff.

Tuesday, March 13, 2018


Check this out:

I was almost on if it were not for some pesky features (or rather the lack of those pesky featres) in Hellband. Those features have been restored, and I am now able to compile on Windows with cygwin. So much winning ;)

Back to JavaScript.

Monday, March 12, 2018

I think I am back


as a Father of Four, I've cut back on *band for a decade, there was simply no time. More importantly, *bands are so great that it was easier for me to forget about it then to be frustrated at how little time I could spend.

Now, unless IRL wants to mess with me some more, I am very much wanting to get back in.

So, I have restarted (3rd time is a charm) a Hellband port to JavaScript.

The strategy is:
* ROT.js
* Require.js
* Port function per function, keeping the C (Angband) coding conventions.
* Keep it all in the cloud:

I am lurking all over and to see what the state of *band is.

That is all for now.

Friday, April 30, 2010



Not related to Hellband, I've been fiddling with a Tower Defense game based on 'Processed Tower Defense' I always like to take something open source and see how far I can go in giving it a console look by putting a black background and replacing images with ASCII symbols.

Sadly enough, Processed Tower Defense has flaws; you will see the critters stick slightly in the north west, but if you close the north piece of wall next to the exiting east stair case, the path detection actually fails... Too bad I have not been able to abuse this yet in the real game ;)

So, if anyone wants to play with, go ahead, download and play with it.


Clipped screenshot;

Saturday, February 27, 2010

Swamp vs. Deserts


after reading that there is no more auto-scum and there are no more great drops I got reminded of this little pearl written by Hajo in 2002. The pearl is a little bit hidden and only talks about OO design but really it talks about all design, so I extracted the part that struck me right between the eyes and rewrote it a little :

But in the meantime I think to get anything finished, creating perfection isn't the optimal approach.

Most other RL games are quite messy, code-wise, but they are all prosper and evolving.

Currently I'm trying to find a golden path between the desert of perfect theory and the swamps of usable reality. The swamps will in the end swallow you, but perfection can be like a desert that is very hard to cross (= takes a long time to implement properly).

Between the swamps and the desert there must be a temperate zone, which is easier to walk than the deserts and less dangerous than the swamps. Now the question is, how far should you stay from the swamps, and how deep should you travel in the desert?

This could be applied to anything in design, but specially to roguelikes. The Vanilla team is right now too much in the desert; it is a noble place to be, but us lesser players cannot always see where you're going to or have the patience to wait for the final product.

The other thing I'd like to say is dont be like the French, I will never forget working for a French company that did not like their email system, they were going to replace it. So since they were going to replace it, they cut the current email system without replacing it first. This stock quoted company went without email for 2 days (!!!) before realizing that you know, maybe they should have the replacement first... Taking out the auto scummer without first re-designing level generation is 'being French about it'. Refusing to give people a buy out button and also not redesigning shops is 'being French about it'. Refusing to give 'great drops' because long term you're going to fix item distribution is also pretty French.

Now, I've worked in a few countries since then and whaddayouknow, it's not just the French ;) If you've found a better term for this behaviour, let me know, I love and adore the French, I'm even married to one of them.


Monday, February 15, 2010



probably a first in banding ( and roguelikes ? ), I am providing bounties. Bounties are issues which have the 'Bounty' status :

So far there is only 1 bounty : get big screen working.

Bounty would be for getting the windows port, using main-win-old.c, to have a resizable window that shows as much of the dungeon as the window is large. Bounty is 50 USD on paypal.

If you want to work on a bounty issue, shoot me an email first.


Getting close to 0.8.8


The earlier mentioned 'myshkin' has not only fixed the mac build for Snow Leopard with a case sensitive file system but also is finishing up a Leprechaun Mystic, reporting all bugs and balance issues he finds.

At this point I'd like to finish all object descriptions and release 0.8.8. And of course fix any bugs that might come up.