Topics discussed in this episode include:
- The T-Engine and Tales of Maj'Eyal reaching version 1.0
- History of the T-Engine and how it was made
- Games (aka "modules") made in the T-Engine to date, including Bone Builder, Hellfire, Fae, Equal in Death, phage, and a whole bunch of Darren's games
- Code from scratch vs using an engine, and in particular the advantage of an engine for a 7DRL
- Why the T-Engine has succeeded where other generic engine attempts have failed, in particular the ability to cannibalise code from ToME
- Flexibility of the engine, and built-in features including easy interface, real time and hex-grid options, particle effects, shaders, cross-platform out of the box, multiple field of views algorithms, map generators, auto-explore, character saving, etc etc.
- Problems with the base example module provided for developers (and some agreement that we should maybe make a better one)
- How to start out in making your own module (mostly muck about and copy-paste till things make sense :-/)
- Some of the help available: the LuaDoc of the engine functions, a wiki guide, the module forums, #tome on irc.rizon.net
- The highs and lows of Lua permissibility, and some tips on bug-fixing in the engine using the Lua console (ctrl+L in-game with cheat enabled), a gdb debugger (remdebug), and short-cuts to restart char (ctrl+shift+alt+R) or restart game (ctrl+shift+alt+N) after editing code whilst the module is running
- So many particle effects! (in true Juice it or Lose it style) And cool shaders too.
- Online and network support (and its limitations)
- The module making competition with a €500 top prize from DarkGod for the best T-Engine game made by November 2013
- Everyone's plans for the Seven Day Roguelike Challenge, which has been announced for March 9th to 17th
- Some other tips and tricks and recommended software for development, including SublimeText
- Licensing, GPL3 (which requires engine games to be open source) and ToME resources
Join us next time for a discussion of libtcod!