More Godot advice needed for Game_That_is_Like_Rogue:
How to store Data?
Unchanging lists to call from, such as Room Types, Loot Tables, Monsters, etc.
Global DataManager, holding Resources, that LootMaker and MonsterMaker etc can call on?

#gamedev #godot #rpg #gdscript #roguelike #godotengine #rougelight

Godot Question:
I am making a Game_That_is_Like_Rogue, and wondering the "best" way to store Stats in the player class.
I have seen that Dictionaries are useful, but is it a good idea to store different data-types in the same dictionary?
e.g. I need some Strings, ints, floats, arrays, etc.
Or do I split into Dictionary_of_strings, Dictionary_of_ints, etc?
Or even put these into one big Dictionary?

Advices?

#godot #gamedev #roguelike #gdscript #rougelight #godotengine #rpg

Lots of work still to do, but basics of Dungeon are working.
Proc Gen rooms + corridors, using Prim's Algo.
Not sure which bit to work on next. Probably the HUD/UI. I'll need an Inventory, Player Stats, Dungeon Level, etc.
If I build all the Placeholders modular, I can* simply** just*** drop in replacements as they get built.

*might **not simple ***maybe

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Godot
Ruby Radiance
Not exactly failing at the *first* hurdle, but... my GridMaps don't have colliders! :(
The Scenes used to make them are StaticBody3D, with MeshInstance3D and CollisionShape3D. I can see the blue colliders in the Scene.
If I add them directly to my Dungeon scene, they work fine, but putting them into the MeshLibrary for GridMap loses the Collider! :(
Any clues?

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@IngloGamesDev @Wlm @eole666 @YoSoyFreeman @upmultimedia
Thanks for the feedback.
Current plan:
Player scene held in "Main", as a sibling of "Level" scenes.
Levels have _ready(): emit "Spawn player at Spawn point" signal. Player connects to this, and teleports to Spawn Point.
But as Levels don't know about Player (and I am in my "Everything Is A Signal!" era), I need to figure how to make everything talk to each other. I have ideas

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Finally made a decision over which Scene Change code to use.
BiLLz Devs on YouTube has quite a complex one, so I'm sure I will implement it properly (especially with my "improvements" and customisations!)
New Title: Ruby Radiance.
It's a Rouge-Lite.

Progress so far: Placeholder Splash Screens to show proof-of-concept for scene-changer

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Hawk Hill Manor
Initial Junk Placement is randomised
Supernatural Disasters are unpredictable
Gatherable placement changes
Advanced Building Unlocks <not implemented> are procedurally assigned

Did I do a roguelike?!?

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As an oft-ignored aside to "What is a Roguelike, anyway?", I also have opinions on what "Proc-Gen" is.
In each specific implementation, it can be quite strictly defined, but the general concept, what the words mean, is broad and all-encompassing.
"Generated using a Procedure".
Woohoo. I am now no further enlightened.

#roguelike #roguelite #rougelight #procgen #proceduralGeneration #WordsMeanThings #gamedev

Is Sid Meier's Civilisation a Roguelike?

Procedural Generation - check
Permadeath - check
No Meta-Progression - check
Turn-Based - Check
Grid-based - check
Resource Management - check
Tactical Challenge - check

I posit that it is more Roguelike than most (all?) "Modern Roguelikes"

#gamedev #roguelike #roguelite #rougelight #civ

I used to play Roguelikes, but then they changed what Roguelike means. Now what I play isn't Roguelike, and what is Roguelike seems weird and scary to me.
And it'll happen to your genres, too!

#roguelike #roguelite #rougelight