Saturday, March 18, 2017

Animation and Line of Sight live previews

As Jochen moves on with the community server (I hope we can get some more details soon as it seems to have sparked some interest ;)) the graphical side has been progressing nicely these past two weeks.

First of all we wanted to give you a quick high quality sneak peek of what animations feel like in action. Take a look at a lone PC wandering through Dwarftown. We added some extras just to keep things interesting. Don't worry, it's just created in Exploration Mode with a Wand of Wishing. Killer Bugs won't be part of Dwarftowns' fauna in the next patch ;)

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Saturday, March 11, 2017

The technical side of ADOM

Hi everyone,

my name is Jochen and I'm the co-developer of ADOM. I've been working on ADOM since 1996 where I started to port ADOM to the Amiga computer. In the following years I've ported ADOM to different other operating systems like BeOS, Windows and macOS.

Since the crowdfunding campaign (about one year earlier actually) I'm also working on the ADOM source code itself. This means adding new features (e.g. the NotEye integration, the animation and sound system, the event system, etc.) and also fixing old and new bugs. ;) I'm also responsible for the ADOM infrastructure, e.g. our repository servers and some websites.

So, what did I do in the last few months?
  • I migrated all source code (and other) repositories from Subversion to Git
  • I updated the ADOM build system (which creates the binaries for all the different operating systems we support) to use the new Git repositories
  • I also updated the build system to use the latest version of each operating system
  • I prepared a Team ADOM cloud where we can share files more easily

Since last week I've been busy working on the new ADOM community server. We already started this in 2013 and also had a working prototype. But we weren't quite satisfied with it and there were some difficult decisions to make, so we decided to postpone it. It's quite shocking that it's 2017 now, but I promise that it won't take another 4 years until it is available.

The old prototype used TCP/IP socket communication between ADOM and the Java server. The new server will provide a REST API for ADOM, so we have to rewrite some of the code. Thankfully we already used JSON for data transfer in the prototype, so we can reuse this part of the code. The new server (at the least the part that ADOM will be "talking" to) will be based on Node.js.

We still need to decide which framework we will be using for the corresponding community website. But more on that later. ;)

That's it for now... until next time!

Saturday, March 4, 2017

Ever expanding soundscape - where no roguelike has gone before.

Lucas isn't messing around when it comes to weapon sounds :)

Lucas has been hard at work digging into ADOM sounds. This week's focus was on combat audio, making the sounds clearer, easier to distinguish, and generally more detailed and pleasant to the ear. As you can see from the twitter pic above, Lucas is really going to town with this :) Given that rouglikes in general aren't known for their sweeping soundscape, Lucas' attention to detail blows me away every time.