Kornel Kisielewicz
@epyoncf
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Professional roguelike and engine programmer. Indiepocalypse survivor. Founder of @chaosforge_org. Author of Jupiter Hell, DoomRL, DiabloRL and AliensRL!
Wroclaw, Poland
Joined March 2010
Fast-paced and turn-based - the return of a roguelike legend! *Jupiter Hell Classic* packs procedural levels, explosive weapons, and brutal tactical combat. Early Access starts NOW! (link below)
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Elder Scrolls full playthrough status report - finished Tribunal, heading for Bloodmoon!
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My "No Graphics API" blog post is live! Please repost :) https://t.co/uL8HsfIlNV
sebastianaaltonen.com
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve...
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We promised more mechanical transparency, and we're delivering - even in the most esoteric of places! #JupiterHellClassic
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Today 53 years have passed since we last returned from the Moon.
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Vibe coding basically gives the effect of a client constantly requesting new requirements to a project without allocating refactoring time.
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The Jupiter Hell Classic equivalent of a chess puzzle: What do you do to save the loot? Does it change depending on class/traits? :P
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Metaprogression is the game designer's way of saying, "I'm not actually sure how to balance this mess."
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As a few of you know I'm on a quest to finish the entirety of the main Elder Scrolls series - Morrowind has been completed, the Tribunal expansion is next!
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From the ideas I have mentioned in the past couple of days (relinked in comments below), which one excites you most? Feel free to reply with a comment/other option too!
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Tenerife, Teide peak (3718m). Really needed some time off!
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Add in a very dark fantasy setting, more randomness in environments/missions than your average ARPG, and multiple characters within the same "run"...
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So yeah the third idea is the ARPG one - here the permafail design would have to be more loose as the single character vs game length would be painful. So we keep an in-world explanation of rebirth when attempting 2-3 hour max missions. Death wipes loot and a part of the new XP.
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Other idea was an XCom-like but with permafailure. No loading previous save files, but lethality would be toned down (think Necromunda out of action + injury). Dealing with missions gone south, cutting losses, comebacks, long-term injury, etc is an untapped area in XCom-likes.
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One idea I'm playing around since a long time is merging the classic Dungeon Hack-style 90-degrees rotation dungeon crawler with a traditional DCSS-style roguelike game. Care would have to be taken to make the early game smooth, but I think there's potential.
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My original idea was to start with roguelikes and then bring the design ideas to other genres. I see that was done without me already :P. So which merge should I go for first - blobber dungeon crawlers? Action RPGs? Or Xcom-likes?
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