Devlog 12: I move through the network daily, conduct myself in silence
The Last Error is coming along really well. I've accomplished infinite, random map generation that only draws visible chunks. Because of reasons. Look at that awesome placeholder art! I purposefully made the player art so bad that I must change it before public release.
Now, the big question: what engine/language is the game using? Surprise! It's LÖVE again. I'm reasonably comfortable with Lua and it's allowed me to iterate a lot faster than any other engine I've tried. I did have a brief flirtation with HaxePunk, but desktop rendering for Haxe games has a long way to go before it'll be viable for what TLE is doing.
I'd like to also outline more of what TLE will be and is becoming. Now, the game will be a top-down, randomly-generated cyberpunk survival game. I hesitate to label it "roguelike", as it's not turn-based, nor is the movement tile-based. Maybe "roguelite", as the kids call it? This is not really important.
The game will feature a Spelunky-like level generation in that preset tiles will be arranged in a random order and populated with random obstacles, enemies, items, and other such things. I think this is a nice compromise between hand-built and totally random levels. Doing completely algorithmic levels well is hard and I like having at least a little bit of authorship in what the player sees.
It will be released as an alpha soon from a website that is not this one. Most likely Massive Danger, my current umbrella brand. It'll be paid, but the alpha will be so, so cheap. Really. I haven't thought too much about it, but you'll be fine.
I'll be providing Windows and Mac builds. Linux is more complicated, but I can potentially provide that. It's a high priority, though.
I really want to have mod support. Barring that, I've considered giving the game's source out to paying customers. Wouldn't that be weird?
That is all. For now.