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ALL JUPITER HELL NEWS

One Week Into Kickstarter!

It has been a busy week, with over 800 backers, 47% funding, Steam Greenlight campaign launched and lots of updates! Here are the highlights for those not staying up to date:

And we have more news and excitement to come :) If you’re not part of the campaign then join up now! If you’re a backer already then please help us spread the word to many more people. Hell is coming :)


It has been a busy week, with over 800 backers, 47% funding, Steam Greenlight campaign launched and lots of updates! Here are the highlights for those not staying up to date:

And we have more news and excitement to come :) If you’re not part of the campaign then join up now! If you’re a backer already then please help us spread the word to many more people. Hell is coming :)


Jupiter Hell Kickstarter Launched!

Jupiter Hell, the spiritual successor to Doom the Roguelike, has now launched on Kickstarter!

Jupiter Hell Kickstarter

With Jupiter Hell we are aiming to get a new generation hooked on the hardcore roguelike formula. Combining traditional gameplay with a modern look and feel, it is a game that can appeal to both long-term roguelike players and new gamers that have embraced the likes of X-COM.

We need your support to make this happen! Please visit the Kickstarter page, check out our video and the details of the game, and pledge if you can. You help in sharing news of this is also much needed - please spread the word and bring Jupiter Hell to everyone!

Jupiter Hell, the spiritual successor to Doom the Roguelike, has now launched on Kickstarter!

Jupiter Hell Kickstarter

With Jupiter Hell we are aiming to get a new generation hooked on the hardcore roguelike formula. Combining traditional gameplay with a modern look and feel, it is a game that can appeal to both long-term roguelike players and new gamers that have embraced the likes of X-COM.

We need your support to make this happen! Please visit the Kickstarter page, check out our video and the details of the game, and pledge if you can. You help in sharing news of this is also much needed - please spread the word and bring Jupiter Hell to everyone!

Teaser Trailer and Kickstarter Date Announcement!

The time is approaching… Jupiter Hell will be making its way to Kickstarter on November 15th. And to celebrate this announcement we’re releasing a new teaser trailer:


Here you can finally see some snippets of Jupiter Hell gameplay in action, hear some of the glorious metal soundtrack being composed for the game, and also treat your ears to the growling tones of Mark Meer, aka Commander Shepard of Mass Effect. We are very proud to announce that Mark is acting as the voice of the marine in Jupiter Hell!

We’re getting hugely excited for the upcoming Kickstarter, with more videos and details to come in the campaign. Make sure you’re on board for the ride and stay up to date through our newsletter, Twitter, Facebook, Forums, Reddit and Twitch!


The time is approaching… Jupiter Hell will be making its way to Kickstarter on November 15th. And to celebrate this announcement we’re releasing a new teaser trailer:


Here you can finally see some snippets of Jupiter Hell gameplay in action, hear some of the glorious metal soundtrack being composed for the game, and also treat your ears to the growling tones of Mark Meer, aka Commander Shepard of Mass Effect. We are very proud to announce that Mark is acting as the voice of the marine in Jupiter Hell!

We’re getting hugely excited for the upcoming Kickstarter, with more videos and details to come in the campaign. Make sure you’re on board for the ride and stay up to date through our newsletter, Twitter, Facebook, Forums, Reddit and Twitch!


Dev Talk #2 - Procedural Environments - Layout

We're very busy here at ChaosForge preparing for the upcoming Kickstarter! Expect to hear more details really soon, but in the meantime, we invite you to another Dev Talk. This time, we'll be discussing procedural environments. 

ASCII TRIGGER WARNING!

At it's core, Jupiter Hell's procedural environments share a common root with AliensRL. When developing AliensRL, I ditched the screen-sized 78x19 levels of DoomRL, and wanted to go for levels that more believably would look like real world space bases. I quickly figured out that I will need to take a top-down approach, setting first the layout, then the rooms themselves. 

I didn't obviously want to have premade levels, so some sort of procedural system needed to be implemented. I came with the idea of layouts -- ASCII receipts of the general layout of the level.


These layouts are stored along with a meta-code that handles their expansion into full-level sized fills. These then are passed towards further algorithms that handle the smaller elements -- rooms, corridors and the like. The process is composed of optional mirroring (on one or two axes), followed by expansion controlled by the meta-code.


The meta-code is composed of numbers and placeholder signs (0, or *, as you prefer) -- the numbers tell us by how much to expand the given row, while the placeholder shows us where variable expansion may take place. We can then expand the level as much as we want, by varying the placeholder expansion. 

This in turn is followed by passing the resultant empty level to lower level algorithms that handle filling of the smaller rooms. Of course, to prevent repetitiveness a large amount of such layouts should be prepared, however, if the lower-level algorithm is good, a layout algorithm provides a very good substitute for just starting with a empty grid. 

To provide a complete example, we'll fill the level with the simplest algorithm possible - with randomly picked "room-blocks" from a given set.


For this algorithm to give nice results, three things have to be taken into account:

  1. the passages between the blocks need to be in symmetrically fitting positions -- these are great positions to place doors. Depending on if you want to have mirroring or also rotations, the tiles should always fit together when rotated and/or mirrored.
  2. we make sure that we can overlap blocks with the edge rows
  3. the space to be filled must be of a proper size a*(x-1)+1 width (where a is the amount of tiles, x their width), and conversely b*(y-1)+1 height

Additionally, after placement, you can remove the dead end corridors, and doors leading nowhere.

The result could look something like this:


For anyone interested in this method, there's a more advanced version, called Herringbone Wang Tiles, with some nice documentation on the nothings.org site.

By using both algorithms together, we can create complex, yet structured levels:


Using layouts gives a much more ordered structure to your levels, which goes well with the idea of space bases, but might also work with castles, or any man-made structures. Layouts can also take care of reasonably placed inter-level connections (like elevators, or corridors to other sections).

To finish up, a zoomed out section of the graphical version:


Expect to hear from us soon, Kickstarter is coming!

We're very busy here at ChaosForge preparing for the upcoming Kickstarter! Expect to hear more details really soon, but in the meantime, we invite you to another Dev Talk. This time, we'll be discussing procedural environments. 

ASCII TRIGGER WARNING!

At it's core, Jupiter Hell's procedural environments share a common root with AliensRL. When developing AliensRL, I ditched the screen-sized 78x19 levels of DoomRL, and wanted to go for levels that more believably would look like real world space bases. I quickly figured out that I will need to take a top-down approach, setting first the layout, then the rooms themselves. 

I didn't obviously want to have premade levels, so some sort of procedural system needed to be implemented. I came with the idea of layouts -- ASCII receipts of the general layout of the level.


These layouts are stored along with a meta-code that handles their expansion into full-level sized fills. These then are passed towards further algorithms that handle the smaller elements -- rooms, corridors and the like. The process is composed of optional mirroring (on one or two axes), followed by expansion controlled by the meta-code.


The meta-code is composed of numbers and placeholder signs (0, or *, as you prefer) -- the numbers tell us by how much to expand the given row, while the placeholder shows us where variable expansion may take place. We can then expand the level as much as we want, by varying the placeholder expansion. 

This in turn is followed by passing the resultant empty level to lower level algorithms that handle filling of the smaller rooms. Of course, to prevent repetitiveness a large amount of such layouts should be prepared, however, if the lower-level algorithm is good, a layout algorithm provides a very good substitute for just starting with a empty grid. 

To provide a complete example, we'll fill the level with the simplest algorithm possible - with randomly picked "room-blocks" from a given set.


For this algorithm to give nice results, three things have to be taken into account:

  1. the passages between the blocks need to be in symmetrically fitting positions -- these are great positions to place doors. Depending on if you want to have mirroring or also rotations, the tiles should always fit together when rotated and/or mirrored.
  2. we make sure that we can overlap blocks with the edge rows
  3. the space to be filled must be of a proper size a*(x-1)+1 width (where a is the amount of tiles, x their width), and conversely b*(y-1)+1 height

Additionally, after placement, you can remove the dead end corridors, and doors leading nowhere.

The result could look something like this:


For anyone interested in this method, there's a more advanced version, called Herringbone Wang Tiles, with some nice documentation on the nothings.org site.

By using both algorithms together, we can create complex, yet structured levels:


Using layouts gives a much more ordered structure to your levels, which goes well with the idea of space bases, but might also work with castles, or any man-made structures. Layouts can also take care of reasonably placed inter-level connections (like elevators, or corridors to other sections).

To finish up, a zoomed out section of the graphical version:


Expect to hear from us soon, Kickstarter is coming!

Jupiter Hell development live on Twitch!

After a successful test stream we decided to go ahead and take a shot at streaming development live. Additionally I will answer any questions on stream in a mini-Q/A, and do a small intro into parts of the project. 

EpyonCF at twitch.tv 

First stream - Tomorrow (28 September), 18:00 CEST, 9am EDT, Noon PDT (convert time).

We're not sure whether this will become a regular stream, or just a few separate events, but this is the first time you'll be able to see glimpses of the game in action! 

After a successful test stream we decided to go ahead and take a shot at streaming development live. Additionally I will answer any questions on stream in a mini-Q/A, and do a small intro into parts of the project. 

EpyonCF at twitch.tv 

First stream - Tomorrow (28 September), 18:00 CEST, 9am EDT, Noon PDT (convert time).

We're not sure whether this will become a regular stream, or just a few separate events, but this is the first time you'll be able to see glimpses of the game in action!