Added GPT4o to the roguelike…
I really need to get TTS set-up…
My NPC is angry at -40 emotion and tried to give me a quest to appease me… didn’t program it to do that but it has ability to give quests heh
More tinkering with 4o…

Seriously, tho, might have something for you soon, @grandell1234 … and anyone else interested in taking it for a spin… Chats are about a penny each round with 4o, so I might go back to 3.5, but I kinda want to test how much people actually use it before I try to lock it down in the game with only being allowed to chat so much before you level up, etc.
Feature creep strikes again haha
I’ve added a system where the letters of the mobs you defeat are put into a bucket and you can then craft spells using them.
Should have it live in another 24 hours? Here’s hoping!
It’s finally here!
Check out the alpha of the Tower of Gates free browser roguelike.
Play FREE in your browser…
I felt like making it to level 2 on a gnome caster was an accomplishment =D
It’s like right in between rogue and nethack…
strange nostalgia
I really miss those days, man… and it cracks me up the usage of yendro rather than yendor.
In thoughts towards streamlining for more enagement, I considered this:
For some reason, it seems to get drowned in graphical lag as fog is removed from moving around.
The lag is destroyed by using the magic map, repeatable.
12 of those a special inventory slot might be a good way to increase the people who participate at length =D
At least while you’re testing and working towards V 1.0
as i finish watching the video and see the table top mode /facepalm
lol
Very helpful, thanks! Should be fixed in next version. Was the fog effect not done right.
Yeah, the TTRPG style was late addition, but I kinda dig it?
Thanks for taking a look! So much work in this! Haha.
Oh I wouldn’t be able to discern with 100% certainty from my user perspective.
Something happens when more and more fog is uncovered; that’s your lag issue, but I can’t discern if it’s the fog making it or if it is whatever happens as it’s being undone.
It is certainly one or the other, though, as removing it fixes the slowdown.
It was def the fog. The Map scroll removing it was the helpful clue! ![]()
Now:
This solution scales O(1) per frame for the fog layer, completely removing the lag caused by iterating tiles during movement.
Yay! lol
It’s fixed on the dev version. I’ll push it live later tonight.
ROFL
You snuck the backpack into an appropriate panel.
That took me a moment to figure out lolol
An embarrassingly long moment, actually.
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I think you might be on to something with the story gen, That concept and idea could apply to so much in the future of things in general.
But casting is broken now.
You learn the spell, click the button to open up spell book, click the spell to cast, and click on the monster.
That final click charges the monster and triggers a melee attack…
The spells aren’t loading into place for interacting with the environment, and default to melee combat.
sorry for the double post
Ack! Fixed!
Can’t believe I let that slip through from dev version. I might be moving too fast, haha.
All spells should work normally again!
I’m adding NPCs today…
Hey thanks for the trouble, I hope you don’t mind my word salads as testing/feedback.
lol
Keep up the good work man!
Not at all. It’s a huge help!
Thinking I might eventually make a mobile version and get it on app-store?
We’ll see how long my burst of coding energy lasts haha
The DIG spell and rubble is kinda cool?

I think that as you reach certain thresholds, you’ll be spurred on.
I know it’s not easy for people like us who enjoyed this kind of thing decades ago, we often still carry the ‘rpg nerd’ stigma in the back of our minds…
But what I see you building here as a skeletal structure could evolve endlessly.
For instance, the most recent Zelda games that used Link as the main character (not the other ones) log your coordinates through your entire save file, and you can see your entire journey as a path forming across the entire world map. It logs deaths, but not much else.
So the idea of forming a story behind a playthrough has been toyed with, but hasn’t been fully embraced yet.
Some days, the development fire is diminished, but you’re definitely hovering around an area that has been of interest to major game companies. So maybe that’s some encouragement for ya!