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


13. Basic encounter/item generator - This spaces out enemies in terms of difficulty and reward towards the end rooms for each path. The final room gets the best items but guarded by the hardest encounter. Ended up with a point system that each enemy/item tries to fill up.


14. Added multiple dungeons to a run. Also changed up the enemy/item gen algo to spread across a full run rather than just one dungeon. First time I actually had fun doing a run.


15. Added a simple leveling setup to the game. Every enemy creature gives you xp on kill based on its difficulty. Leveling up gives you a stat boost (vitality++, str++) and a full health refresh. Pretty basic but a good base to start adding more interesting things in the future.


Helo been following your post, am a game developer with unity(mid/senior level), been looking for job with visa application don't know if you could help, right now I can code a game from start to finish,UI, implement ads and various SDKs,have done some contract works too in d pst


Hey….not sure if I can help but feel free to send me a dm with your portfolio/resume and I can give some advice.


Cant send you a DM....seems it's locked or sth


United States Tendances
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