python-chess is a chess library for Python, with move generation, move validation, and support for common formats. If used with ipython or Jupyter, it'll render the board as SVG images so you can see what's going on. Otherwise it'll display an ASCII chess board. Supports multiple variants of chess. Seems fairly smart at detecting situations, like check, repetitions, checkmates, stalemates, and draws by insufficient material.
Designed such that you can interface it with other software, such as chess playing engines, endgame searchers, GUIs, and AI research environments.
Over 30,000 Commodore 64 games playable in your browser. We have over 50 gigs of Commodore tapes, disk images, originals, and manuals
A gamified self-discovering documentation system that transforms traditional network documentation into an immersive mystery adventure.
Network Chronicles revolutionizes technical documentation by transforming it from a passive reading experience into an interactive adventure. By embedding critical infrastructure knowledge within an engaging narrative framework, it addresses the fundamental challenge of IT documentation: making it compelling enough that people actually want to engage with it.
Players assume the role of a new system administrator tasked with maintaining a network after the mysterious disappearance of their predecessor, known only as "The Architect." Through exploration, puzzle-solving, and documentation, players uncover both the network's secrets and the truth behind The Architect's vanishing.
Run on Linux or OSX. Written for bash and zsh. Requires jq; node.js is optional but provides advanced features.
Can be installed system-wide (as root) or isolated to a user (without additional privileges).
Every vintage Apple Mac enthusiast knows the importance of having a stockpile of key software to call upon when refurbishing or maintaining their collection. Well, here’s an off-the-shelf solution that’ll answer the prayers of many of us. This is a treasure trove of essential utilities that every Classic Mac OS user absolutely needs to have.
Everything is packed into a single three hundred meg .sit archive to make it easy to grab. Download it, unpack it, and there you have it.
Bitsy is a little engine for little games, worlds, and stories. The goal is to make it easy to make games where you can walk around and talk to people and be somewhere.
Bitsy games are composed of several rooms that your avatar can walk between. As your avatar walks around your Bitsy world they may interact with sprites (people, objects etc. that you can talk to) and items. Anything non-interactive in a room is called a tile, which is used for decoration. In Bitsy you create your sprites, items, tiles, and behaviour such as dialog and transitions between rooms in different tools from the toolbar, and then put them all together inside the room tool. Has its own scripting engine.
At any point you can download your game to play it outside of the Bitsy editor.
itch.io: https://ledoux.itch.io/bitsy
GitHub: https://github.com/le-doux/bitsy
You are a lone adventurer in a strange world, where geometry does not work in the expected way. Gather as much treasure as you can before the nasty monsters get you. Explore about 50 different worlds, each with its own unique treasures, enemies, and terrain obstacles. Your quest is to find the legendary treasure, the Orbs of Yendor. Collect one of them to win! Or just ignore your quest and collect smaller treasures.
The twist is the unique, unusual geometry of the world: it is one of just few games which takes place on the hyperbolic plane. Witness a grid composed of hexagons and heptagons, straight lines which seem to be parallel, but then they diverge and never cross, triangles whose angles add up to less than 180 degrees, how extremely unlikely is it to reach the same place twice, and how the world seems to be rotated when you do return. All this matters for the gameplay. The game is inspired by the roguelike genre (although in a very minimalist way), works of M. C. Escher, and by puzzle games such as Deadly Rooms of Death.
With more space than anything Euclidean. The game dynamically generates new parts of the world as you move. No previous understanding of hyperbolic geometry is required -- actually, playing HyperRogue is probably the best way to learn about this, much better and deeper than any mathematical formulas. It is virtually impossible to get back to a place where you have been before, unless you go back exactly the same way. Show your true mastery of hyperbolic navigation by finding the Orb of Yendor, Holy Grail, rescuing the Prince(ss)!
You are a private investigator in debt. A group of people have showed up at your door with a large cash deposit, and a request that you find their missing loved ones: local employees of the international tech corporation Visual Corp., makers of Visual DOS and other critical programs the world relies on. The police have ignored them, and they promise a large payday on just finding information on their whereabouts. Using your cyberdeck and hacking skills, tackle cryptograms and clues, sneaking around to survive the abandoned offices of Visual Corp and find the missing employees!
Visual DOS 2024 is not a system requirement for playing Integer Overflow.
Visual DOS 2024 is a narrative / cryptogram puzzle game. After upgrading to Visual DOS 2024, you start exploring the OS, but instead meet someone trapped at the other end. Using cryptogram puzzles, and a pre-installed news reader, you unravel the mysteries behind the scenes, and attempt to save your trapped friend. Visual DOS has over 60 cryptogram puzzles, a DOS like environment with DOS and other command-line commands that do things, and no real generative AI behind it.
There's a prequel, too - Interger Overflow.
A wiki about Nethack, Rogue, and roguelike games in general. Excellent descriptions of how to play them as well as strategies and the odd cheat or easter egg.
A Minecraft server written in COBOL. It supports Minecraft v1.21.4 (the latest version at time of writing). Supports what looks like all of the basic functionality. Developed using GnuCOBOL and is meant to be run on Linux. Support for other operating systems such as Windows has not been tested. However, it is possible to use Docker for a platform-independent deployment.
Note that blocks with multiple states, orientations, or interactive blocks require large amounts of specialized code to make them behave properly, which is way beyond the scope of this project. Some are supported, however: Torches (all variants), slabs (all variants), stairs (non-connecting), rotated pillars (such as logs or basalt), buttons (non-interactive), doors (including interaction), trapdoors (including interaction), and beds.
The official Minecraft (Java Edition) server and client applications contain large amounts of data. Fortunately, the freely available server .jar offers a command-line interface for extracting this data as JSON. The CobolCraft Makefile has a target that downloads the .jar and extracts the JSON data from it. The JSON files are evaluated at runtime using a custom-built generic JSON parser, such that CobolCraft can inter-operate successfully with the Minecraft client without distributing potentially copyrighted material.
Welcome to the Procedural Content Generation in Games book. This is, as far as we know, the first textbook about procedural content generation in games. As far as we know it is also the first book-length overview of the research field. We hope you find it useful, whether you are studying in a course, on your own, or are a researcher.
We wrote this book for two reasons. The first reason was that all three of us were doing research on PCG in games, and we wanted a good overview. As we come from somewhat different methodological backgrounds, we realized that many researchers did not know about methods that had been developed in other communities. For example, researchers using logic programming and those using evolutionary computation might not know that the other type of algorithms was applicable to the same problem; and researchers coming from computer graphics might not even know that artificial intelligence methods are being used for PCG problems. As PCG in games has just recently started to be seen as its own research field, this was not surprising, but pointed to the need for a book such as this one.
The second reason was that we were teaching a course on PCG (in fact, entitled simply “Procedural Content Generation in Games”) at the IT University of Copenhagen, where at the time the three of us were faculty members. When this course was started in 2010, it was probably the first of its kind in the world. Naturally, there was no textbook to teach it from, so we assembled a syllabus out of academic papers, mostly recent ones. As we taught the course in subsequent years, the syllabus matured, and we felt that we were ready to turn the content of our lectures into a textbook.
New school tech for old school gamers.
The Internet Archive's collection of classic game books.
Joe Dever has most generously offered to allow some of his books to be published on the internet thereafter to be downloaded free-of-charge. Rob Adams, Paul Bonner, Gary Chalk, Melvyn Grant, Richard Hook, Peter Andrew Jones, Cyril Julien, Peter Lyon, Peter Parr, Graham Round, and Brian Williams have also generously offered similar permission for their contributions to the world of Magnamund. Project Aon is a volunteer group of fans dedicated to publishing these works.
"I would be especially pleased if my granting of the rights to distribute my books in this way was seen as my 'millennium gift' to all those devoted readers who have kept the Kai flag flying high, through all the good times, and the not-so-good. It would make me very proud indeed if this enterprise laid the foundations of a lasting legacy, securing the longevity of Lone Wolf by making my creation freely and readily accessible to current and future online generations. For them, for us, for Sommerlund and the Kai.…"
Joe Dever 1999
А simple programming game. You write Python scripts to control your bot in a roguelike (or Dandy-like) world. The goal is to collect as much gold as possible in the presence of other bots. The game uses only the Python standard library. Implements a simple API and ruleset for players to build their bots around.
A curated list of roguelike development resources.
A wiki and fandom news source about the series Serial Experiments Lain.
If you've tried to build something in Godot or Unity, you know how frustrating these IDEs are for beginners. They're built around 3D engines, and making simple 2D games is like pulling teeth. On the other hand, completely visual IDEs like Scratch are a misery to work with due to their inflexible design. Fantasy consoles are like PICO-8 and TIC-80 are fantastic, but they're really geared towards Game Boy Color-sized experiences.
We need a middle-ground for making hi-res 2D stuff again. An IDE that's as easy to use as Visual Basic, that lets you drag'n'drop window elements and game objects with ease. An IDE that doesn't require watching 25 hours of crappy Youtube coding tutorials to render a hello world scene. We had all of this in the mid-90s, and we forgot how much user interfaces mattered for the average kid who just wanted to goof around and make stuff. Something as easy as HyperCard, but as robust as Visual Basic.
EXiGY rolls up the all of the above experiences into a single package: make games the way they were made in the mid-90s, by dragging and dropping objects into a window, programming some behaviour into those objects, and clicking the Run button. It's like ZZT with tile graphics instead of ASCII. EXiGY is a game engine, IDE, and construction kit, all rolled up into a tiny package.
RSS feed: https://exigy.org/rss.xml
After investigating a mysterious transmission of unknown origin, the crew of a commercial spacecraft got captured by unidentified alien forms. It is up to you to rescue them and deal with the intruders. In space no one can hear you scream, so use your blaster instead!
Alien Intruder is a single screen jump-and-shoot arcade platformer.
Designed with MS-DOS and an 80286 in mind. DosBOX will do just fine.
Rogule is a minimalist online Roguelike game you play in your web browser. Everyone gets the same dungeon each day. You get one chance to beat each day's dungeon. It is free to play.
As roguelikes go, this one is surprisingly playable. This is the first time I lasted longer than three rounds. Definitely the kind of game you can pick up and put down when you're done.