Its been awhile since I found some inspiration and more importantly time/energy to do any creative side project. But recently found some inspiration to dive deeper into more traditional roguelikes and proc gen stuff. Starting this thread so I don’t give up on it :)


1. Some basic proc gen dungeon creation with different shaped rectangular rooms. Added a bit of stuff to the algo to help it not be fully sprawled out and lean towards a direction.


2. Connected rooms - This one took a bit more effort but pretty happy with it as a starting point. Settled on just one connection between 2 rooms with the restriction that all rooms are connected in some way. So no disconnected rooms!


3. Decided I would eventually need to find some kind of critical path eventually so added a layer to the algo after generation. This leans towards the furthest away room and then shortest paths backwards to the start room.


4. Finally some basic visibility and fog of war type stuff to add mystery and exploration. Rooms not visited are hidden and once the player passes them are dimmed out hiding any objects in them.


5. Some attempts at better hit feel but still keeping to the minimal aesthetic. Random wander ai in enemies feels too unpredictable. Gotta improve that next!


6. Had to brush up those cs algos but decided to go with a djikstra based flow map that is centered around the player. This way enemies don’t need to A* pathfind individually. Also need to figure out why Twitter is ruining my video compression sigh.


7. Got some enemy pathing to work now with the flow map. Couple tricks I added to make the enemies feel more swarmy: - if a cell was occupied by an enemy, choose a less optimal path cell instead of waiting - if 2 cells were equal, choose the closest line distance one to player


8. Dynamic ui spawning based on stats. Been using godot and was a bit of a learning curve of their ui system. Also snuck in a little death sprite :)


9. Couldn’t resist adding an item system to this. Consumables and permanent upgrades as a start.


10. Made some progress on an inventory and equipment system. Surprisingly enjoyed doing the ui in godot with their container system!


11. Wanted to make interesting passives and status effects. But this required a heavy refactor of a lot of the code. Finally got to a point where I have a simple scripting system to specify events and a timeline to execute that should hopefully help make this easier in the future


12. Struggled a bit with how far I want to take this project. Decided am going to do a set of in-depth articles on the implementation details for future devs as a backup if I don’t ship this. Anyways added a simple main menu to end my weekend dev. Back to kid wrangling haha


I feel like the ascii aesthetic is pretty cool so if gameplay is fun, I'd say package and ship!! 😁😁


Haha right…it’s very programmer friendly to make content if you can’t art like me. Will see how long I can bear with it. I’ve found just replacing with sprites without more effort (animations/fx etc) actually made it worse since it wasn’t minimalist anymore.


Yeah the minimalist vibes is actually kind of nice and has a charm to it - could be interesting how much design details you can add the minimalism and keep it interesting/fun


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