<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title><![CDATA[Heroic Fisticuffs]]></title><description><![CDATA[A sporadically updated development blog about Roguelike games]]></description><link>https://blog.heroicfisticuffs.com/</link><image><url>http://blog.heroicfisticuffs.com/favicon.png</url><title>Heroic Fisticuffs</title><link>https://blog.heroicfisticuffs.com/</link></image><generator>Ghost 3.40</generator><lastBuildDate>Sat, 18 Apr 2026 03:34:20 GMT</lastBuildDate><atom:link href="https://blog.heroicfisticuffs.com/rss/" rel="self" type="application/rss+xml"/><ttl>60</ttl><item><title><![CDATA[Back! For the time being]]></title><description><![CDATA[<p>I have not touched the code for <a href="http://blog.heroicfisticuffs.com/back-for-the-time-being/warningcall.space">Warning Call</a> in a few years. However, I have been thinking about it quite a bit. One problem I ran into is that the complexity of the codebase outstripped my ability for quick "jump in / jump out" coding sessions. A lot of this</p>]]></description><link>https://blog.heroicfisticuffs.com/back-for-the-time-being/</link><guid isPermaLink="false">65c6c416537ad00de60f210d</guid><dc:creator><![CDATA[Todd]]></dc:creator><pubDate>Sat, 10 Feb 2024 00:52:47 GMT</pubDate><content:encoded><![CDATA[<p>I have not touched the code for <a href="http://blog.heroicfisticuffs.com/back-for-the-time-being/warningcall.space">Warning Call</a> in a few years. However, I have been thinking about it quite a bit. One problem I ran into is that the complexity of the codebase outstripped my ability for quick "jump in / jump out" coding sessions. A lot of this was due to my inexperience with TypeScript when I first started the project. (I also didn't know anything about Promises at the time)</p><p>In the years since, I've done one <a href="http://blog.heroicfisticuffs.com/the-woods-2022-7drl-entry/">7-Day Roguelike Challenge entry</a>, but that's about it for large projects. </p><p>To make projects like my 7DRL easier, I've been tinkering with some "bare bones" roguelike games using ROT.js and a very small codebase I've coalesced around. Just don't call it an engine. </p><p>There is a very lightweight repo called <a href="https://github.com/twpage/rotjs-bare-bones">bare bones</a>, which basically gives you the stereotypical "@ on a map" experience, but with a streamlined engine to handle user interface and basic animations in a browser.</p><p>The next level up is called <a href="https://github.com/twpage/rotjs-basic-bones">basic bones</a> and does a bit more. The point here is to make the most boring game possible – really just a skeleton of a game. But one that makes it easy to extend. It leaves you to fill out the interesting parts, but avoid having to re-engineer things like asynchronous input, gamepad support, menus, targeting interfaces, and a core "game loop" to easily expand events and actions on.</p><p>I've spent some time filling out basic bones and have a few more changes left before it is (re)settled:</p><ol><li>Start Menu</li><li>Gracefully handling animation (nearly done)</li><li>Gracefully handle events that trigger other events (same)</li><li>Streamline directory structure and *.ts file</li><li>Footer bar with auto-update</li><li>Basic "examine at" functionality with mouse and gamepad stick support</li></ol><p>So far the basics feel really good. By starting with the annoying things that tripped me up in the Warning Call (targeting, animation, complex event-chaining, menus) I can start re-building Warning Call by copying more and more modular chunks into the basic bones.</p><p>We'll see! </p>]]></content:encoded></item><item><title><![CDATA[The Woods - 2022 7DRL Entry]]></title><description><![CDATA[<p>It's time for the annual Seven-Day Roguelike (7DRL) challenge, hosted on <a href="https://itch.io/jam/7drl-challenge-2022">itch.io</a>. I try the challenge <a href="https://heroicfisticuffs.com/pages/robocaptain/index.html">nearly</a> <a href="https://heroicfisticuffs.itch.io/tankcontrol">every</a> <a href="https://heroicfisticuffs.com/pages/heavyaxe/index.html">year</a>. The last few years have been tougher to find the time. </p><p>This year I have submitted <a href="https://heroicfisticuffs.itch.io/the-woods">The Woods</a> - which is far from a full game, but at the very</p>]]></description><link>https://blog.heroicfisticuffs.com/the-woods-2022-7drl-entry/</link><guid isPermaLink="false">622d1422a10ad36df0ccdfd8</guid><dc:creator><![CDATA[Todd]]></dc:creator><pubDate>Sat, 12 Mar 2022 22:03:57 GMT</pubDate><content:encoded><![CDATA[<p>It's time for the annual Seven-Day Roguelike (7DRL) challenge, hosted on <a href="https://itch.io/jam/7drl-challenge-2022">itch.io</a>. I try the challenge <a href="https://heroicfisticuffs.com/pages/robocaptain/index.html">nearly</a> <a href="https://heroicfisticuffs.itch.io/tankcontrol">every</a> <a href="https://heroicfisticuffs.com/pages/heavyaxe/index.html">year</a>. The last few years have been tougher to find the time. </p><p>This year I have submitted <a href="https://heroicfisticuffs.itch.io/the-woods">The Woods</a> - which is far from a full game, but at the very least a successful roguelike experiment. </p><p>In The Woods, you control a squad of woodsmen protecting their forest against an evil incursion. Here is how to play.</p><h3 id="how-to-play-strategy-and-concepts-">How to Play (Strategy and Concepts)</h3><p>As the player, you get one action per turn. This can mean moving any of your units, or having any of them perform an action. However, unlike traditional tactical turn-based games, there is no set order. You can move the same unit as many times as you want. So long as they do not get too far away from the other units. "Too far away" is measured both in <em>distance</em> and <em>time (</em>turn count<em>)</em>. </p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="http://blog.heroicfisticuffs.com/content/images/2022/03/image.png" class="kg-image" alt><figcaption>Roscoe is getting too far away/ahead of the others</figcaption></figure><p>If one unit gets too far away (or far ahead) from the others, they will no longer be able to move or perform actions (unless that move brings them closer to the squad).</p><figure class="kg-card kg-image-card kg-card-hascaption"><img src="http://blog.heroicfisticuffs.com/content/images/2022/03/image-1.png" class="kg-image" alt><figcaption>Roscoe is in danger of being completely locked</figcaption></figure><figure class="kg-card kg-image-card kg-card-hascaption"><img src="http://blog.heroicfisticuffs.com/content/images/2022/03/image-2.png" class="kg-image" alt><figcaption>Desmond is completely locked (cannot move)</figcaption></figure><p>So keep your squad together. If they get too far apart, you can use the <strong>Rally</strong> commend to sync back up, as long as (1) they can see each other, and (2) there are no enemies in sight.</p><p>You can also have your units follow a leader, using the <strong>Follow</strong> command. This saves you from having to move them independently if you don't need tactical movement.</p><p>Since the woodsmen use bows, they must <strong>Reload</strong> after every <strong>Attack</strong>. Make sure you set up your squad in such a way that they are not overrun by enemies - <em>remember you only get 1 turn among your entire squad vs. each enemy getting their own turn.</em></p><p>All units have <strong>Stamina</strong>, which is used up when they attack. It also serves as a health buffer. When you <strong>Rest</strong> with no enemies next to you, that squad member will restore 1 unit of Stamina.</p><p><strong>Health </strong>is limited and cannot currently be restored, so be careful.</p><p>Each unit has a special <strong>Bullseye</strong> attack (which must be reloaded independently). It will kill any enemy with a single shot (multiple-heart enemies show up shortly after the game starts) but at the cost of all of their remaining Stamina.</p><p>Right now the game ends when all squad members die. The enemy squads will get tougher and bigger every 50 turns (as measured by the 'Difficulty' level). Enemy squads will constantly spawn as you play. Score is measured by how many enemies you can kill before your squad is wiped out!</p><h3 id="commands">Commands</h3><p><em>WASD or Arrow Keys</em>: Movement (4-directions)</p><p><u>Normal Game</u></p><p><em>1</em>: Action Menu</p><p><em>2 or SPACE</em>: Rest</p><p><em>3</em>: Switch to Next Unit</p><p><em>4</em>: (reserved for future use)</p><p><strong>Menu</strong></p><p><em>1</em>: Confirm/Select</p><p><em>2</em>: Cancel/Back</p><p><em>3, RIGHT, D</em>: Next Menu Item</p><p><em>4, RIGHT, A</em>: Previous Menu Item</p><p><strong>When Targeting</strong></p><p><em>1 or SPACE</em>: Confirm/Fire</p><p><em>2 or ESCAPE</em>: Cancel</p><p><em>WASD or Arrow Keys</em>: Select Target</p>]]></content:encoded></item><item><title><![CDATA[New Year New Blog]]></title><description><![CDATA[<p>After changing web hosts, I decided to take the plunge and finally replace my old blogger site. The new blog is powered by Ghost. I managed to (mostly) import all of the old content over.. although there are a few dead image links in the ancient archives.</p><p>I have <a href="http://warningcall.space]">Warning</a></p>]]></description><link>https://blog.heroicfisticuffs.com/new-year-new-blog/</link><guid isPermaLink="false">6015c606a10ad36df0ccdfb7</guid><category><![CDATA[roguelikedev]]></category><dc:creator><![CDATA[Todd]]></dc:creator><pubDate>Sat, 30 Jan 2021 20:53:14 GMT</pubDate><content:encoded><![CDATA[<p>After changing web hosts, I decided to take the plunge and finally replace my old blogger site. The new blog is powered by Ghost. I managed to (mostly) import all of the old content over.. although there are a few dead image links in the ancient archives.</p><p>I have <a href="http://warningcall.space]">Warning Call</a> back online. <a href="http://heroicfisticuffs.com/pages/heavyaxe">HeavyAxe</a> and some of the older ones are up as well. (Check the 'games' link)</p><p>Dungeon Dual will require a lot of work to get back online. Might be a good project to revisit for the upcoming 2021 7-day roguelike challenge.</p><p>In any case, if you are still reading this blog, hooray! I plan on continuing to develop Warning Call this year and would love some playtesters. Drop me a line: todd@heroicfisticuffs.com if you're interested.</p>]]></content:encoded></item><item><title><![CDATA[Version 0.55 - Tutorials and More]]></title><description><![CDATA[<!--kg-card-begin: html--><p>I&#8217;ve put the latest version (0.55) of <a href="https://warningcall.space/">Warning Call here</a>.</p>
<p>The bulk of my time has been spent building a tutorial level. It&#8217;s not done yet, but it&#8217;s accessible from the start menu. More to come here &#8211; I&#8217;ve never written</p>]]></description><link>https://blog.heroicfisticuffs.com/version-0-55-tutorials-and-more/</link><guid isPermaLink="false">60158bb301aa29a7da183f46</guid><category><![CDATA[hardpointe]]></category><category><![CDATA[roguelikedev]]></category><category><![CDATA[roguelikes]]></category><category><![CDATA[warningcall]]></category><dc:creator><![CDATA[twpage]]></dc:creator><pubDate>Sat, 10 Aug 2019 13:28:00 GMT</pubDate><content:encoded><![CDATA[<!--kg-card-begin: html--><p>I&#8217;ve put the latest version (0.55) of <a href="https://warningcall.space/">Warning Call here</a>.</p>
<p>The bulk of my time has been spent building a tutorial level. It&#8217;s not done yet, but it&#8217;s accessible from the start menu. More to come here &#8211; I&#8217;ve never written a tutorial before so it&#8217;s an interesting challenge. All of the feedback I&#8217;ve gotten from the kind devs on <a href="https://www.reddit.com/r/roguelikedev/comments/ci1a8z/feedback_requested_a_major_update_of_warning_call/">r/roguelikedev</a>&nbsp;has been helpful in seeing the game in a different light.</p>
<p>Major changes from the last version include:</p>
<ul>
<li>Removed Targetbots (t) from the first level</li>
<li>Fixed bug where Empowering and Ammo-generating nanites would not allow power usages if you had zero charges.</li>
<li>Enforcing same hotkey press for powers &amp; confirming target. This makes it easy to double-tap a hotkey when targeting quickly. This also allows you to return the Axe using the same key that you threw it with. (pro-tip: you can have more than 1 Axe power installed at once!)</li>
<li>Made sure Warp Beacons cannot be trapped behind impassable terrain</li>
<li>Gridbots (x) no longer get stuck in the wall when they explode out of a Xenobot (X)</li>
<li>Put the Power menu as the first line of the footer</li>
<li>Added the SEED # to the header (mostly for help in bug reporting, but eventually for game-sharing)</li>
<li>Spread out the guaranteed powers on the first level &#8211; the starting room was way too cluttered</li>
<li>Fixed mysterious game-crashing bug with &#8217;empty&#8217; nanites spawning on the ground in deeper levels</li>
</ul>
<div>Feel free to post comments, bugs, and feedback below, or on the reddit link above. Or e-mail me: todd AT (this domain).</div>
<!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Latest Version of Warning Call (aka Hardpointe) online]]></title><description><![CDATA[<!--kg-card-begin: html--><p>The latest version (0.5) of <a href="https://warningcall.space/">Warning Call is here</a>. (I changed the name from Hardpointe, but the game is the same). If you have commentary leave it on <a href="https://www.reddit.com/r/roguelikedev/comments/ci1a8z/feedback_requested_a_major_update_of_warning_call/">reddit here</a>.</p>
<div style="clear: both; text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/07/warningcall-title.png" style="margin-left: 1em; margin-right: 1em;"><img loading="lazy" border="0" data-original-height="443" data-original-width="803" height="220" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/07/warningcall-title-300x166.png" width="400"></a></div>
<p>A full list of changes since the last playable version is below. Thanks, and enjoy!</p>
<p><b><u>From 0.5:</u></b></p>
<ul>
<li>On-screen</li></ul>]]></description><link>https://blog.heroicfisticuffs.com/latest-version-of-warning-call-aka-hardpointe-online/</link><guid isPermaLink="false">60158bb301aa29a7da183f45</guid><category><![CDATA[hardpointe]]></category><category><![CDATA[roguelikedev]]></category><category><![CDATA[roguelikes]]></category><category><![CDATA[warningcall]]></category><dc:creator><![CDATA[twpage]]></dc:creator><pubDate>Fri, 26 Jul 2019 22:38:00 GMT</pubDate><media:content url="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/07/warningcall-title.png" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: html--><img src="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/07/warningcall-title.png" alt="Latest Version of Warning Call (aka Hardpointe) online"><p>The latest version (0.5) of <a href="https://warningcall.space/">Warning Call is here</a>. (I changed the name from Hardpointe, but the game is the same). If you have commentary leave it on <a href="https://www.reddit.com/r/roguelikedev/comments/ci1a8z/feedback_requested_a_major_update_of_warning_call/">reddit here</a>.</p>
<div style="clear: both; text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/07/warningcall-title.png" style="margin-left: 1em; margin-right: 1em;"><img loading="lazy" border="0" data-original-height="443" data-original-width="803" height="220" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/07/warningcall-title-300x166.png" width="400" alt="Latest Version of Warning Call (aka Hardpointe) online"></a></div>
<p>A full list of changes since the last playable version is below. Thanks, and enjoy!</p>
<p><b><u>From 0.5:</u></b></p>
<ul>
<li>On-screen radial menu replaces &#8216;ambiguous input&#8217; menu:</li>
<ul>
<li>Makes it simple to double-tap space to wait when standing on wreckage</li>
<li>Can no longer escape out of radial menu</li>
</ul>
<li>Interface updates:</li>
<ul>
<li>Warp Beacons and Airlocks are highlighted when not in view</li>
<li>Significantly expanded HELP content</li>
<li>Better item and power descriptions all around</li>
<li>Cycle between enemies while targeting with &#8216;e&#8217;</li>
<li>Inventory is sorted more usefully</li>
<li>Power install menu has better shortcuts (allows player to quickly tap SPACE + # to install a power into a given slot)</li>
<li>Grenande targeting shows area of effect</li>
</ul>
<li>3 new nanotech types (found as items and on the grid):&nbsp;</li>
<ul>
<li>Recharging nanotech (temporarily makes all power uses &#8216;free&#8217;)</li>
<li>Reloading nanotech (temporarily makes all weapon uses &#8216;free&#8217;)</li>
<li>Strengthening nanotech (temporarily adds the HULK effect and +1 melee damage)</li>
</ul>
<li>New enemies:</li>
<ul>
<li>Gridbot (1-hp enemies that always appear in pairs)</li>
<li>Xenobot (explodes into gridbots when destroyed)</li>
<li>Megadrone (constructs mini-drones out of nearby scrap)</li>
<li>Protectobot (casts shields onto nearby allies)</li>
<li>Interdictor (able to see cloaked targets and use a displacement field to cancel PHASEWALK and CLOAK effects)</li>
</ul>
<li>Ability to &#8216;sacrifice&#8217; Warp Crystals to double SCORE</li>
<li>Enemies take damage when falling through chasms</li>
<li>Different icon for weapon powers vs. ability-based powers</li>
<li>Better distribution of grenades, powers, and nanotech items&nbsp;</li>
<li>More wreckage distributed across levels</li>
<li>HACK effect is now temporary, and scales with power level</li>
<li>PHASEWALK is now more liberal when calculating if a ranged attack goes through you and hits a nearby enemy</li>
</ul>
<p><u><b>From 0.35 and 0.4:</b></u></p>
<ul>
<li>Power level is now tied to how long (or far) powers last&nbsp;</li>
<li>Lowered the base duration of most power effects (but they now scale with level)</li>
<li>Warp beacon menu improved and text made more helpful</li>
<li>new HULK power that temporarily adds +1 to melee attacks</li>
</ul>
<!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[New Site - Old Games Back Up]]></title><description><![CDATA[<!--kg-card-begin: html--><p>I finally uploaded my redesign of <a href="http://heroicfisticuffs.com/">heroicfisticuffs.com</a>&nbsp;and have started restoring some of my older games. First up are roguelikes from the 2012 and 2015 7-Day roguelike challenges, all browser-based and utilizing the amazing <a href="http://rot.jshttps//ondras.github.io/rot.js/hp/">rot.js</a> library.</p>
<p><a href="https://heroicfisticuffs.com/pages/robocaptain/index.html">RoboCaptain</a></p>
<blockquote><p>RoboCaptain specializes in ranged combat and power-management similar the old</p></blockquote>]]></description><link>https://blog.heroicfisticuffs.com/new-site-old-games-back-up/</link><guid isPermaLink="false">60158bb301aa29a7da183f44</guid><category><![CDATA[7drl]]></category><category><![CDATA[roguelikedev]]></category><category><![CDATA[roguelikes]]></category><category><![CDATA[Uncategorized]]></category><dc:creator><![CDATA[twpage]]></dc:creator><pubDate>Sun, 23 Jun 2019 19:53:00 GMT</pubDate><content:encoded><![CDATA[<!--kg-card-begin: html--><p>I finally uploaded my redesign of <a href="http://heroicfisticuffs.com/">heroicfisticuffs.com</a>&nbsp;and have started restoring some of my older games. First up are roguelikes from the 2012 and 2015 7-Day roguelike challenges, all browser-based and utilizing the amazing <a href="http://rot.jshttps//ondras.github.io/rot.js/hp/">rot.js</a> library.</p>
<p><a href="https://heroicfisticuffs.com/pages/robocaptain/index.html">RoboCaptain</a></p>
<blockquote><p>RoboCaptain specializes in ranged combat and power-management similar the old X-Wing games. Looking back at it now it is pretty rough, but also very complete and still fun, which is saying something.</p></blockquote>
<p><a href="https://heroicfisticuffs.com/pages/heavyaxe/index.html" target="_blank" rel="noopener">Heavy Axe</a></p>
<blockquote><p>Heavy Axe is a small-scale classic roguelike featuring extremely tactical combat. Journey through the temple to slay the gods themselves, using a massively heavy axe. Moving with the Axe drains stamina, and stamina determines damage, so moves must be planned carefully to avoid running into an unkillable foe.</p></blockquote>
<p>&nbsp;Next up will be <a href="http://www.roguebasin.com/index.php?title=DungeonDual">Dungeon Dual</a>. This one is a bit trickier since I need to get the co-op engine running again as well as a django server that powered the leaderboard and login process.</p>
<p>Let me know if you run into any trouble playing either game.</p>
<!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[I can't just kill you, can I?]]></title><description><![CDATA[<!--kg-card-begin: html--><p>One of my overriding <a href="http://blog.heroicfisticuffs.com/2017/04/hardpointe-failed-7drl.html" target="_blank" rel="noopener">design principles</a> of Hardpointe is to keep the number small. Originally the rule was &#8220;nothing over 3.&#8221;</p>
<p></p>
<ul>
<li>The player has a maximum of 3 hit points. The player can cheat a bit here and add 3 shield points temporarily using the shield power.</li>
<li>All</li></ul>]]></description><link>https://blog.heroicfisticuffs.com/i-cant-just-kill-you-can-i/</link><guid isPermaLink="false">60158bb301aa29a7da183f43</guid><category><![CDATA[hardpointe]]></category><category><![CDATA[roguelikedev]]></category><category><![CDATA[roguelikes]]></category><category><![CDATA[Uncategorized]]></category><dc:creator><![CDATA[twpage]]></dc:creator><pubDate>Sun, 09 Jun 2019 19:30:00 GMT</pubDate><media:content url="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/06/feature-corrosion.png" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: html--><img src="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/06/feature-corrosion.png" alt="I can't just kill you, can I?"><p>One of my overriding <a href="http://blog.heroicfisticuffs.com/2017/04/hardpointe-failed-7drl.html" target="_blank" rel="noopener">design principles</a> of Hardpointe is to keep the number small. Originally the rule was &#8220;nothing over 3.&#8221;</p>
<p></p>
<ul>
<li>The player has a maximum of 3 hit points. The player can cheat a bit here and add 3 shield points temporarily using the shield power.</li>
<li>All regular enemies have a maximum of 3 hit points. For some enemies, this is a combination of health and shields, the later of which are usually temporary and also vulnerable to EMP grenades.</li>
<li>All attacks do 1 damage. There are no enemies that do over 1 damage. The player can add +1 to their damage by using a wall-smash, surprise attack, or the `hulk` effect.</li>
</ul>
<div>I really enjoy the tactical decisions that these design choices enforce on the player. But they also force some tough decisions on me, the developer.&nbsp;</div>
<div></div>
<div>When the player only is only ever 3 hits away from death, there is no room for taking easy (or &#8220;cheap&#8221;) hits at the player. Part of this is making information about battlefield as clear as possible. Another part is toning down the usual brutal mechanics that power my <a href="https://www.nethack.org/" target="_blank" rel="noopener">favorite</a> <a href="https://sites.google.com/site/broguegame/" target="_blank" rel="noopener">roguelikes</a>.</div>
<div></div>
<div>For example, in Hardpointe there are tiny nanites that effect the player when you step on them. You will see them, and you can use the HUD to find out what they do. But, there is always the chance of a player stepping on them accidentally. So, for that reason, there are no cases of &#8216;instant&#8217; damage in the game.&nbsp;</div>
<table align="center" cellpadding="0" cellspacing="0" style="margin-left: auto; margin-right: auto; text-align: center;">
<tbody>
<tr>
<td style="text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/06/feature-corrosion.png" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="260" data-original-width="165" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/06/feature-corrosion.png" alt="I can't just kill you, can I?"></a></td>
</tr>
<tr>
<td style="text-align: center;">Corrosive nanites (orange dots)</td>
</tr>
</tbody>
</table>
<div></div>
<div>Right now, the closest we get are &#8216;Corrosive&#8217; nanites, which make the player (or any enemy) weak enough to kill in one hit &#8211; temporarily. This is a great advantage to the player if they can make use of them, but also not instant death if they are forced to step on a square, or they trigger the effect inadvertently while not paying attention.&nbsp;</div>
<div></div>
<div>There are other nanites that will make the player temporarily invulnerable, or temporarily do +1 damage. Again, great advantages for the player, but getting terribly close to an instant-death situation if an enemy steps on them and the player does not notice.&nbsp;</div>
<table align="center" cellpadding="0" cellspacing="0" style="margin-left: auto; margin-right: auto; text-align: center;">
<tbody>
<tr>
<td style="text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/06/features-enemy-hulks.gif" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="183" data-original-width="304" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/06/features-enemy-hulks.gif" alt="I can't just kill you, can I?"></a></td>
</tr>
<tr>
<td style="text-align: center;">Enemy changes color as a warning*</td>
</tr>
</tbody>
</table>
<div>In this case we turn the monster a different color when they are either invulnerable (as the player is in this gif above after stepping on the neon green nanites on the left) or `Hulked Up`, after stepping on strengthening nanites (dark green on the right). There&#8217;s also a HULK power that the player can use but I think it is a bit overpowered.<p></p>
<p>(* don&#8217;t worry, I made the color change more dramatic once I saw this in GIF form)</p></div>
<div></div>
<div>A long-dormant chunk of code in Hardpointe deals with radiation and fire as features. Since in most games fire does damage, I&#8217;ve not yet come up with a good way to add it that does not seem unfair. Radiation is a bit different &#8211; it will not kill you instantly, but will start a timer on the player. If you don&#8217;t get out of the irradiated zone before the timer ends, you will take 1 damage. This seems like a good trade-off. There&#8217;s also a HAZMAT suit power coded up that I can make use of some day and add specialized rooms or levels where the player will need to sacrifice a power to make it through unscathed.</div>
<div></div>
<div>In summary &#8211; <u><b>I can&#8217;t promise not to kill you. But I can promise that you will see it coming.</b></u></div>
<!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Design Goals - How am I Doing So Far?]]></title><description><![CDATA[<!--kg-card-begin: html--><p>When I started Hardpointe as a <a href="http://blog.heroicfisticuffs.com/2017/04/hardpointe-failed-7drl.html" target="_blank" rel="noopener">7-Day Roguelike nearly two years ago</a>, I posted some design principles. Since I&#8217;m well past the point of having a fun and playable game, let&#8217;s see how I did:</p>
<blockquote><p>Tactical combat built from fun mechanics</p></blockquote>
<p>Check. The combat is still</p>]]></description><link>https://blog.heroicfisticuffs.com/design-goals-how-am-i-doing-so-far/</link><guid isPermaLink="false">60158bb301aa29a7da183f42</guid><category><![CDATA[hardpointe]]></category><category><![CDATA[roguelikedev]]></category><category><![CDATA[Uncategorized]]></category><dc:creator><![CDATA[twpage]]></dc:creator><pubDate>Thu, 09 May 2019 18:15:00 GMT</pubDate><media:content url="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/05/features-knockback-batt.gif" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: html--><img src="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/05/features-knockback-batt.gif" alt="Design Goals - How am I Doing So Far?"><p>When I started Hardpointe as a <a href="http://blog.heroicfisticuffs.com/2017/04/hardpointe-failed-7drl.html" target="_blank" rel="noopener">7-Day Roguelike nearly two years ago</a>, I posted some design principles. Since I&#8217;m well past the point of having a fun and playable game, let&#8217;s see how I did:</p>
<blockquote><p>Tactical combat built from fun mechanics</p></blockquote>
<p>Check. The combat is still very fun to me, and has gotten more tactical with the multiple enemy types. The wall-smash has remained fun since day one. Dashing is always fun. The shield mechanic was mostly a no-brainer in the original version. Now since every use is limited by a timer, even using the shield feels a lot more tactical to me. The knock-back effects still never fail to bring a smile to my face, so I think I&#8217;m on the right path here.</p>
<table align="center" cellpadding="0" cellspacing="0" style="margin-left: auto; margin-right: auto; text-align: center;">
<tbody>
<tr>
<td style="text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/05/features-knockback-batt.gif" style="margin-left: auto; margin-right: auto;"><img loading="lazy" border="0" data-original-height="355" data-original-width="437" height="259" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/05/features-knockback-batt-300x244.gif" width="320" alt="Design Goals - How am I Doing So Far?"></a></td>
</tr>
<tr>
<td style="text-align: center;">The BATT knockback effect</td>
</tr>
</tbody>
</table>
<blockquote><p>Interesting enemies, with behaviors that match their abilities</p></blockquote>
<p>Check. The original version had 2 or 3 enemies. Targetbots attacked from kept their distance, making them extremely deadly in a game with such limited hit points. Since then I&#8217;ve tweaked the behaviors for ranged enemies to require target locks. This essentially gives you an extra turn of warning before you&#8217;re about to get shot, which is a fun mechanic. It feels right at home with the other enemy abilities and behaviors. Killbots were your standard stand-and-smash melee enemies &#8211; not much has changed here, but they are still the rare pure 2-hp enemy. BATTs were there from the start as well, but now they knock everyone backwards when they die, which can be dangerous or advantageous.</p>
<p>I&#8217;m up to at least a dozen enemies now. They DO all have a unique combination of behaviors and abilities (e.g. you&#8217;re not mildly tougher flavors of Orc). Enemies that explode into other enemies when they die. Enemies that summon other enemies. Enemies that create shields around their allies. This is something I&#8217;ve purposefully stuck to and been inspired by Brogue quite a bit. In fact I&#8217;ve had to cut myself off from coding new monster behaviors since I think I probably have too many at this point and I&#8217;m still not sure how &#8216;large&#8217; the game world should be. I want to be sure there is enough room for a mix of all of the different enemy types.</p>
<p>One area I&#8217;ve had some fun with is creating &#8216;boss&#8217; enemies. Where I take a look at the abilities I&#8217;ve coded, and figure out if there&#8217;s a weird way I can combine them and make a tougher bad guy.</p>
<blockquote><p>No numbers over 3</p></blockquote>
<p>Check (mostly). Hit points and damage all still use numbers under 3. As of now, every enemy attack does 1 damage, and there are only a handful of ways for the player to do more than 1 damage. Since the powers and abilities became less binary and more dependent on timers, there are now plenty of cooldown numbers higher than 3. But I&#8217;ve kept them at multiples of three as a way to pay homage to the original concept.</p>
<blockquote><p>Minimal buttons/input keys</p></blockquote>
<p>Check-ish? I&#8217;ve gone back and forth on this one. After some <a href="https://www.reddit.com/r/roguelikedev/comments/8dzx86/feedback_requested_hardpointe_version_03_of_my/dyhgmjz?utm_source=share&amp;utm_medium=web2x" target="_blank" rel="noopener">great feedback from Widmo on r/roguelikedev</a> after my v0.3 update, I ripped out a lot of the menu-driven inputs and related functionality and put in a &#8216;radial menu&#8217;. This has allowed me to keep the number of separate keys necessary to a minimum. So I have one key (SPACE/Action) that can trigger any of the following: rest/wait (usually), heave wreckage (2nd most common), install a power, use a warp beacon, read a note. So far the radial menu feels very non-intrusive to me. When I&#8217;m standing on some wreckage, waiting for an enemy to get closer, hitting a double-tap of the spacebar to wait once or twice is very efficient and doesn&#8217;t take away any of my focus.</p>
<p>It&#8217;s up in the air whether people actually use z (on-screen HUD) and x (examine tile), or if just one is enough.</p>
<p>One other area to consolidate is probably the inventory (e) and power management (q) keys. Maybe another radial menu? I do like the idea of inventory being completely on-screen, but it also can get messy quickly. Menus may be a necessary evil in this case.</p>
<table align="center" cellpadding="0" cellspacing="0" style="margin-left: auto; margin-right: auto; text-align: center;">
<tbody>
<tr>
<td style="text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/05/features-wreckage.gif" style="margin-left: auto; margin-right: auto;"><img loading="lazy" border="0" data-original-height="355" data-original-width="437" height="259" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/05/features-wreckage-300x244.gif" width="320" alt="Design Goals - How am I Doing So Far?"></a></td>
</tr>
<tr>
<td style="text-align: center;">The radial menu in action</td>
</tr>
</tbody>
</table>
<blockquote><p>4b: playable with a gamepad</p></blockquote>
<p>Not yet. But I do have lots of placeholder code in place ready for when I dig back into how to get gamepads working over the browser. I did it once before for my <a href="http://twpage.webfactional.com/pages/heavyaxe/index.html" target="_blank" rel="noopener">2015 7DRL &#8216;Heavy Axe&#8217;</a>, so I know it&#8217;s possible and relatively simple. I also assume compatibility has gotten better since 2015.</p>
<div></div>
<!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Give me the 30 second version]]></title><description><![CDATA[<!--kg-card-begin: html--><p>&#8220;So, what&#8217;s it about?&#8221;</p>
<p>I&#8217;m probably mis-quoting <a href="http://www.gamesofgrey.com/" target="_blank" rel="noopener">Darren Grey</a> here, but it&#8217;s close enough. I was in London for a visit last year and while I was there I decided to look Darren up. I&#8217;ve been a big fan of</p>]]></description><link>https://blog.heroicfisticuffs.com/give-me-the-30-second-version/</link><guid isPermaLink="false">60158bb301aa29a7da183f41</guid><category><![CDATA[hardpointe]]></category><category><![CDATA[roguelikedev]]></category><category><![CDATA[roguelikes]]></category><category><![CDATA[Uncategorized]]></category><dc:creator><![CDATA[twpage]]></dc:creator><pubDate>Tue, 09 Apr 2019 20:03:00 GMT</pubDate><content:encoded><![CDATA[<!--kg-card-begin: html--><p>&#8220;So, what&#8217;s it about?&#8221;</p>
<p>I&#8217;m probably mis-quoting <a href="http://www.gamesofgrey.com/" target="_blank" rel="noopener">Darren Grey</a> here, but it&#8217;s close enough. I was in London for a visit last year and while I was there I decided to look Darren up. I&#8217;ve been a big fan of his for quite a while. We&#8217;ve run in the same circles online, from the old rec.games.roguelikes.development (RGRD) to rogue temple and <a href="http://www.roguebasin.com/index.php?title=Seven_Day_Roguelike_Challenge" target="_blank" rel="noopener">all of the incarnations of the 7-Day Roguelike Challenge</a> to the current rogue-reddit &#8220;scene&#8221; at (<a href="https://www.reddit.com/r/roguelikedev/" target="_blank" rel="noopener">r/roguelikedev</a> and <a href="https://www.reddit.com/r/roguelikes/" target="_blank" rel="noopener">r/roguelikes</a>). He also writes some great games &#8211; he&#8217;s done a lot for the community.</p>
<p>So of course I was excited to meet him in person. And of course we start chatting about development, what are you currently working on, etc. Turns out being a new dad is not so condusive to programming, but I had been continuing to develop my <a href="http://blog.heroicfisticuffs.com/2017/04/hardpointe-failed-7drl.html" target="_blank" rel="noopener">failed 2017 7DRL Hardpointe</a>. That&#8217;s when I get the question: &#8220;So, what&#8217;s it about?&#8221;</p>
<p>Oops. I didn&#8217;t have a smooth or particularly convincing answer. Something about tactical combat, maybe?</p>
<p>A few months later, here was <a href="https://www.reddit.com/r/roguelikedev/comments/808yln/feedback_requested_first_release_of_my_game_in/" target="_blank" rel="noopener">my first definition</a>:</p>
<blockquote><p>Hardpointe is a &#8220;medium&#8221; sized roguelike with a focus on tactical combat and movement. Managing a limited set of powers, upgrades, and items will be critical to your success.</p></blockquote>
<p>Here&#8217;s my <a href="https://www.reddit.com/r/roguelikedev/comments/8dzx86/feedback_requested_hardpointe_version_03_of_my/" target="_blank" rel="noopener">2nd try</a>:</p>
<blockquote><p>Hardpointe (name subject to change) is a browser-based roguelike with a focus on tactical movement and finite resource management. Players have 3 power slots that can be upgraded or swapped out as luck and necessity see fit. Combat is deterministic and the numbers are small &#8211; almost all attacks do 1 damage and almost nothing in the game goes over 3 hp. (With 1 or 2 exceptions). There are no real &#8216;vanilla&#8217; enemies. Fighting 1-on-1 is usually easy, but difficulty can scale quickly with multiple foes.</p></blockquote>
<p>Maybe somewhere in between?</p>
<blockquote><p>Hardpointe is a browser-based &#8220;medium-sized&#8221; roguelike with a focus on tactical combat and finite resource management. A lone soldier must infiltrate and destroy an asteroid fortress filled with robotic hordes bent on Earth&#8217;s destruction. You will harness unique powers, abilities, and an assortment of weapons that you find along the way. Each enemy has unique abilities and behaviors that will require different strategies. Combat is deterministic and health is extremely limited; positioning and thoughtful movement will be your keys to victory.</p></blockquote>
<p>How&#8217;s that? (They keep getting longer&#8230; oops.)</p>
<div></div>
<!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Hardpointe still alive]]></title><description><![CDATA[<!--kg-card-begin: html--><p>Despite my lack of posts and entire blog going offline for a bit, I continue to develop Hardpointe in my &#8220;free time&#8221;. Progress did stall for the last half of 2018, but seeing all of the posts around 7DRLs earlier in Feb really pushed me to get back</p>]]></description><link>https://blog.heroicfisticuffs.com/hardpointe-still-alive/</link><guid isPermaLink="false">60158bb301aa29a7da183f40</guid><category><![CDATA[hardpointe]]></category><category><![CDATA[roguelikedev]]></category><category><![CDATA[roguelikes]]></category><category><![CDATA[Uncategorized]]></category><dc:creator><![CDATA[twpage]]></dc:creator><pubDate>Sat, 09 Mar 2019 16:23:00 GMT</pubDate><media:content url="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/03/radial-menu-1.png" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: html--><img src="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/03/radial-menu-1.png" alt="Hardpointe still alive"><p>Despite my lack of posts and entire blog going offline for a bit, I continue to develop Hardpointe in my &#8220;free time&#8221;. Progress did stall for the last half of 2018, but seeing all of the posts around 7DRLs earlier in Feb really pushed me to get back into making progress.</p>
<p>A lot of work has been behind the scenes since the last version. I did a lot of work to add a &#8216;radial&#8217; menu. In an effort to reduce on-screen distraction and the number of button presses, when there is an ambiguous action, the radial menu pops up, and the available options always show up in the same spot. (e.g. &#8216;Heave&#8217; is always the up key) It makes for much smoother gameplay.</p>
<div style="clear: both; text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/03/radial-menu-1.png" style="margin-left: 1em; margin-right: 1em;"><img loading="lazy" border="0" data-original-height="430" data-original-width="269" height="320" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2019/03/radial-menu-1-188x300.png" width="200" alt="Hardpointe still alive"></a></div>
<p>Enemy AI was also changed to make them less omniscient and more cautious about doors. There was an annoying habit for&nbsp; enemies to &#8220;wait&#8221; behind doors and punch you right as you walked in. This wasn&#8217;t really by design. Now enemies take a turn to go from non-alert to alert statuses. So if you walk into a room and they DO happen to be behind the door, they will act surprised for a beat. That gives you an opportunity to attack, back away, or do something else.</p>
<p>I didn&#8217;t do any power switching in this video but that menu has been streamlined as well. You can now just hit space + &lt;slot to replace&gt; and not have to page through multiple screens or even read anything if you don&#8217;t need to.</p>
<p><a href="https://youtu.be/MoFzGnwyttY" target="_blank" rel="noopener">Here&#8217;s me dying on the 1st level </a>because I messed up a dash somewhere and got hit. In a 3-hp game you really need to pay attention to every single hit. Apparently I&#8217;m a bit rusty.</p>
<!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Hardpointe version 0.3 released]]></title><description><![CDATA[<!--kg-card-begin: html--><p>Latest version is now playable <a href="http://heroicfisticuffs.com/hp/" target="_blank" rel="noopener">in the same spot</a>.</p>
<p>New for version 0.3:</p>
<ul>
<li>start menu, including daily &amp; weekly seed generation</li>
<li>revamped the death &amp; victory menus</li>
<li>fixed a few menu bugs (especially on death &amp; victory)</li>
<li>added occasional monster spawning&nbsp;</li>
<li>added end-game monster setup for the fight</li></ul>]]></description><link>https://blog.heroicfisticuffs.com/hardpointe-version-0-3-released/</link><guid isPermaLink="false">60158bb301aa29a7da183f3f</guid><category><![CDATA[hardpointe]]></category><category><![CDATA[roguelikedev]]></category><category><![CDATA[Uncategorized]]></category><dc:creator><![CDATA[twpage]]></dc:creator><pubDate>Sat, 21 Apr 2018 21:26:00 GMT</pubDate><media:content url="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/hardpointe-ver03-01.png" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: html--><img src="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/hardpointe-ver03-01.png" alt="Hardpointe version 0.3 released"><p>Latest version is now playable <a href="http://heroicfisticuffs.com/hp/" target="_blank" rel="noopener">in the same spot</a>.</p>
<p>New for version 0.3:</p>
<ul>
<li>start menu, including daily &amp; weekly seed generation</li>
<li>revamped the death &amp; victory menus</li>
<li>fixed a few menu bugs (especially on death &amp; victory)</li>
<li>added occasional monster spawning&nbsp;</li>
<li>added end-game monster setup for the fight back to the surface</li>
<li>changed SHIELD power to also have a timed component</li>
<li>improved PHASEWALK power so that enemy attacks now go &#8216;through&#8217; you &#8211; and hit other enemies</li>
<li>improved CLOAK power to trigger &#8216;surprise&#8217; attacks (+1 damage)&nbsp;</li>
<li>better handling of ending timed powers (shields, cloak, phasewalk), along with visual animation when they end</li>
<li>added a dedicated key (e) for wait only (useful in a few situations when using Space/Action can trigger the ambiguous input menu when you don&#8217;t want it to)</li>
<li>Shielded enemies now more intelligently turn on their shields</li>
<li>fleeing enemies will not run away forever &#8211; eventually they will recover and resume hunting</li>
<li>better names and descriptions for blasters</li>
<li>Added a new kinetic blaster (knockback effect)</li>
<li>Made the Archon a bit tougher (can no longer be stunned or hacked)</li>
<li>enemies knocked back into walls are briefly stunned (so you can set up wall attacks)</li>
<li>added a score stat, although it doesn&#8217;t track anything yet</li>
<li>fixed targeting bug that made it too easy to throw grenades and wreckage onto yourself</li>
</ul>
<div style="clear: both; text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/hardpointe-ver03-01.png" style="margin-left: 1em; margin-right: 1em;"><img loading="lazy" border="0" data-original-height="768" data-original-width="1000" height="245" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/hardpointe-ver03-01-300x230.png" width="320" alt="Hardpointe version 0.3 released"></a></div>
<p></p>
<div style="clear: both; text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/hardpointe-ver03-02.png" style="margin-left: 1em; margin-right: 1em;"><img loading="lazy" border="0" data-original-height="765" data-original-width="999" height="244" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/hardpointe-ver03-02-300x229.png" width="320" alt="Hardpointe version 0.3 released"></a></div>
<p></p>
<div style="clear: both; text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/hardpointe-ver03-03.png" style="margin-left: 1em; margin-right: 1em;"><img loading="lazy" border="0" data-original-height="766" data-original-width="999" height="245" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/hardpointe-ver03-03-300x230.png" width="320" alt="Hardpointe version 0.3 released"></a></div>
<div></div>
<!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Next version progress & Phasewalk]]></title><description><![CDATA[<!--kg-card-begin: html--><p>Spent some development time beefing up the Cloak and Phasewalk powers. Cloak is fairly straightforward, but I wanted the enemies to react a little better. Instead of immediately giving up, they will move towards your last location. This means you can easily predict their movements and set up traps for</p>]]></description><link>https://blog.heroicfisticuffs.com/next-version-progress-phasewalk/</link><guid isPermaLink="false">60158bb301aa29a7da183f3e</guid><category><![CDATA[hardpointe]]></category><category><![CDATA[roguelikedev]]></category><category><![CDATA[Uncategorized]]></category><dc:creator><![CDATA[twpage]]></dc:creator><pubDate>Wed, 04 Apr 2018 00:37:00 GMT</pubDate><media:content url="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/cloak-demo-01.gif" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: html--><img src="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/cloak-demo-01.gif" alt="Next version progress & Phasewalk"><p>Spent some development time beefing up the Cloak and Phasewalk powers. Cloak is fairly straightforward, but I wanted the enemies to react a little better. Instead of immediately giving up, they will move towards your last location. This means you can easily predict their movements and set up traps for them.</p>
<p>Attacking will remove your cloak, but also add&nbsp;+1 damage, which enables you to take out the tougher 2hp enemies relatively quickly &#8212; assuming you have a Cloak charge to spare.</p>
<div style="clear: both; text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/cloak-demo-01.gif" style="margin-left: 1em; margin-right: 1em;"><img loading="lazy" border="0" data-original-height="374" data-original-width="294" height="320" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/cloak-demo-01-236x300.gif" width="251" alt="Next version progress & Phasewalk"></a></div>
<p>Phasewalk has been in since day 1 &#8211; I initially added it as a debugging feature so I could walk through walls, and thought it was a pretty fun mechanic. Now it gets a bit more useful. When phased, your attacks won&#8217;t do any damage, but enemies can still attack you. Their attacks will pass &#8216;through&#8217; you and hit anyone behind you.</p>
<p>This works for ranged attacks:</p>
<div style="clear: both; text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/phasewalk-demo.gif" style="margin-left: 1em; margin-right: 1em;"><img loading="lazy" border="0" data-original-height="374" data-original-width="294" height="320" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/phasewalk-demo-236x300.gif" width="251" alt="Next version progress & Phasewalk"></a></div>
<p>And melee:</p>
<div style="clear: both; text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/phasewalk-demo-02.gif" style="margin-left: 1em; margin-right: 1em;"><img loading="lazy" border="0" data-original-height="374" data-original-width="294" height="320" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/phasewalk-demo-02-236x300.gif" width="251" alt="Next version progress & Phasewalk"></a></div>
<p>I&#8217;ll roll out this version pretty soon. Meanwhile the game is <a href="http://www.heroicfisticuffs.com/hp" target="_blank" rel="noopener">still playable here</a>.</p>
<p></p>
<!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Hardpointe v0.2 Long Play]]></title><description><![CDATA[<!--kg-card-begin: html--><p>I did a full play-through of the game so far. Took me a lot longer than expected! I guess that&#8217;s a good sign. I also managed to not die. Definitely on the easier side at the moment &#8211; there are grenades and powers a-plenty. <a href="https://www.youtube.com/watch?v=Rsx4TqMV9AA" target="_blank" rel="noopener">Here it is on</a></p>]]></description><link>https://blog.heroicfisticuffs.com/hardpointe-v0-2-long-play/</link><guid isPermaLink="false">60158bb301aa29a7da183f3d</guid><category><![CDATA[hardpointe]]></category><category><![CDATA[roguelikedev]]></category><category><![CDATA[Uncategorized]]></category><dc:creator><![CDATA[twpage]]></dc:creator><pubDate>Sun, 01 Apr 2018 15:40:00 GMT</pubDate><content:encoded><![CDATA[<!--kg-card-begin: html--><p>I did a full play-through of the game so far. Took me a lot longer than expected! I guess that&#8217;s a good sign. I also managed to not die. Definitely on the easier side at the moment &#8211; there are grenades and powers a-plenty. <a href="https://www.youtube.com/watch?v=Rsx4TqMV9AA" target="_blank" rel="noopener">Here it is on youtube</a>. I&#8217;ll try to add commentary next time.</p>
<p>Later versions will get a lot more brutal. More terrain, more enemies, fewer power-ups, and at least two more enemy types. I want to have some support-style enemies, with two in the works: one will keep it&#8217;s distance and put shields on near-by enemies, the second will be super-fast with no attacks, but be able to alert other enemies to your location.</p>
<p>I am also toying with some kind of factory-type system or enemy that will spew out countless 1-hp/1-damage enemies. Simple to handle in the right scenarios, but if left unaccounted for, it could make things very difficult.</p>
<!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Hardpointe ver0.2 is playable]]></title><description><![CDATA[<!--kg-card-begin: html--><p>The latest version of hardpointe (I&#8217;m called it v0.2) is available to <a href="http://heroicfisticuffs.com/hp/" target="_blank" rel="noopener">play here</a>.</p>
<p>It&#8217;s a bit more polished than the first version, with a number of ease-of-play fixes and more varied enemies.</p>
<p>Change log:</p>
<ul>
<li>Screen/font can now be enlarged/shrunk</li>
<li>Auto-pickup of items</li></ul>]]></description><link>https://blog.heroicfisticuffs.com/hardpointe-ver0-2-is-playable/</link><guid isPermaLink="false">60158bb301aa29a7da183f3c</guid><category><![CDATA[hardpointe]]></category><category><![CDATA[roguelikedev]]></category><category><![CDATA[Uncategorized]]></category><dc:creator><![CDATA[twpage]]></dc:creator><pubDate>Sun, 01 Apr 2018 02:28:00 GMT</pubDate><media:content url="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/hardpointe-sat-200-EMP.gif" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: html--><img src="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/hardpointe-sat-200-EMP.gif" alt="Hardpointe ver0.2 is playable"><p>The latest version of hardpointe (I&#8217;m called it v0.2) is available to <a href="http://heroicfisticuffs.com/hp/" target="_blank" rel="noopener">play here</a>.</p>
<p>It&#8217;s a bit more polished than the first version, with a number of ease-of-play fixes and more varied enemies.</p>
<p>Change log:</p>
<ul>
<li>Screen/font can now be enlarged/shrunk</li>
<li>Auto-pickup of items</li>
<li>&#8216;Brogue-style&#8217; exits that you just walk into (this item and last item are meant to reduce over-reliance on the action key)</li>
<li>Removed redundant power install menu</li>
<li>No monsters in the starting room (whew)</li>
<li>Added fleeing enemies (Skirmisher)</li>
<li>Added shielded enemies (they will recharge if they escape): Skirmisher, Centurion</li>
<li>Added an EMP grenade that conveniently takes out shields</li>
<li>Fixed a bug with level changes caused by dropping through chasms (sometimes)</li>
<li>Added a final boss (sort of): The Archon. The only enemy in the game with more than 3 &#8216;health&#8217; (shields&nbsp;+ hit points)</li>
<li>Made the asteroid 6 levels</li>
<li>Monster count &amp; difficulty level scale better with increasing levels</li>
<li>Player starts with the Hack power (fairly OP but I have not done much balancing)</li>
</ul>
<table align="center" cellpadding="0" cellspacing="0" style="margin-left: auto; margin-right: auto; text-align: center;">
<tbody>
<tr>
<td style="text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/hardpointe-sat-200-EMP.gif" style="margin-left: auto; margin-right: auto;"><img loading="lazy" border="0" data-original-height="348" data-original-width="278" height="320" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/04/hardpointe-sat-200-EMP-240x300.gif" width="255" alt="Hardpointe ver0.2 is playable"></a></td>
</tr>
<tr>
<td style="text-align: center;">Shielded enemies and the EMP Grenande in action</td>
</tr>
</tbody>
</table>
<p>If you&#8217;ve played it, leave me a comment here, or on <a href="https://www.reddit.com/r/roguelikedev/comments/88evsv/sharing_saturday_200/dwkbamq/" target="_blank" rel="noopener">/r/roguelikedev</a>. Enjoy.</p>
<!--kg-card-end: html-->]]></content:encoded></item><item><title><![CDATA[Tank Control - A 2018 7DRL Success]]></title><description><![CDATA[<!--kg-card-begin: html--><p>My 2018 7DRL &#8211; Tank Control &#8211; was a success. You can <a href="https://heroicfisticuffs.itch.io/tankcontrol">play it on itch.io</a>.</p>
<div style="background-color: white; color: #222222; font-family: Lato; font-size: 16px; line-height: 1.4;">In TANK CONTROL you command a stolen Leopard 2A tank. Your enemies want it back.</div>
<div style="background-color: white; color: #222222; font-family: Lato; font-size: 16px; line-height: 1.4;">Your mission is to navigate dangerous terrain and rescue as many civilians from the area as possible and</div>]]></description><link>https://blog.heroicfisticuffs.com/tank-control-a-2018-7drl-success/</link><guid isPermaLink="false">60158bb301aa29a7da183f3b</guid><category><![CDATA[7drl]]></category><category><![CDATA[roguelikedev]]></category><category><![CDATA[Uncategorized]]></category><dc:creator><![CDATA[twpage]]></dc:creator><pubDate>Sat, 31 Mar 2018 22:22:00 GMT</pubDate><media:content url="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/03/obl-7drl-final.png" medium="image"/><content:encoded><![CDATA[<!--kg-card-begin: html--><img src="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/03/obl-7drl-final.png" alt="Tank Control - A 2018 7DRL Success"><p>My 2018 7DRL &#8211; Tank Control &#8211; was a success. You can <a href="https://heroicfisticuffs.itch.io/tankcontrol">play it on itch.io</a>.</p>
<div style="background-color: white; color: #222222; font-family: Lato; font-size: 16px; line-height: 1.4;">In TANK CONTROL you command a stolen Leopard 2A tank. Your enemies want it back.</div>
<div style="background-color: white; color: #222222; font-family: Lato; font-size: 16px; line-height: 1.4;">Your mission is to navigate dangerous terrain and rescue as many civilians from the area as possible and deliver them to various checkpoints.&nbsp;</div>
<div style="background-color: white; color: #222222; font-family: Lato; font-size: 16px; line-height: 1.4;"></div>
<div style="clear: both; text-align: center;"><a href="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/03/obl-7drl-final.png" style="margin-left: 1em; margin-right: 1em;"><img loading="lazy" border="0" data-original-height="419" data-original-width="422" height="317" src="http://blog.heroicfisticuffs.com/content/images/wordpress/2018/03/obl-7drl-final-300x298.png" width="320" alt="Tank Control - A 2018 7DRL Success"></a></div>
<div style="background-color: white; color: #222222; font-family: Lato; font-size: 16px; line-height: 1.4;"></div>
<div style="background-color: white; color: #222222; font-family: Lato; font-size: 16px; line-height: 1.4;"></div>
<div style="background-color: white; color: #222222; font-family: Lato; font-size: 16px; line-height: 1.4;">You will&nbsp;utilize your overwhelming firepower against your adversaries, which are numerous. Combat uses classic turn-based roguelike mechanics, so positioning the direction of&nbsp;both your tank and your weapon will be critical.</div>
<div style="background-color: white; color: #222222; font-family: Lato; font-size: 16px; line-height: 1.4;"></div>
<div style="background-color: white; color: #222222; font-family: Lato; font-size: 16px; line-height: 1.4;">7DRL Note: I did not build this entire game + engine in seven days! I am using first and foremost the amazing&nbsp;<a href="http://ondras.github.io/rot.js/hp/" rel="nofollow noopener" style="color: #fa5c5c;" target="_blank">rot.js library</a>&nbsp;(as per usual), and have forked the engine and other elements from&nbsp; <a href="http://heroicfisticuffs.com/hp/" rel="nofollow noopener" style="color: #fa5c5c;" target="_blank">hardpointe</a>.</div>
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