@cu2koo

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Working currently on my first traditional roguelike!
itch.iohttps://peanutsfly.itch.io/
Those were my goals and working methods for now. Of course, there are a number of details and other methods that are available. Whether a method works for you in this form is and remains different for everyone and can only be found out by trying it out. It also requires discipline and you have to stick with it. The bigger the game, the more difficult it becomes.
In addition to the core, there are still tasks such as content and tutorials. This means new enemies, more AIs and a game mode. These can be easily added in advance using the framework. More difficult to add are mutations that could add more variety to the game through abilities. However, these have to be added to the framework individually, as they should change the way the game is played significantly. Framework refers to the structure of my code, which dictates how further elements are added.
Now I'm coming to the core of the game. The "predictions" that allow the player to identify possible enemies and items on paths in advance. Here the player has to decide which path he wants to take and whether the chosen path is worth the risk and possible opportunities. Hence the title "Choose your Path".
Whether a task is worth the effort for me depends on its importance. If it is not that important, I use shortcuts. So when implementing a chest, I decided to implement it as an incredibly slow enemy whose code is already there and which drops an item when it dies. Basically the same functionality for the player, but I was able to integrate it into my game without much effort and who cares about a living, harmless chest in a roguelike?
First of all, I want to talk about my roadmap (a simple Markdown file). This file is constantly being revised and expanded and is a to-do list that defines the major systems and divides them into even smaller tasks as it is worked on. These tasks should be completed over the course of two weeks. Sure, sometimes you overestimate yourself, but over time you get a good feeling for the effort and value of individual tasks.

It's been a long time since the last update, but I'm all the more excited to be able to focus more on the project again after a lot of work for university.

So, what's new? A lot of work on the so-called framework for the general development of the game. In addition to temporary effects on players, there is now also trading and many small improvements. Since these changes are not numerous or very exciting, I will go into more detail about my work steps and my goals in the comments.

#roguelike

Been a bit busy with uni and work but have made some progress.

The inventory is now able to hold consumables and equipment. Also, the player can do equip or quaff directly from the ground. Results in six actions that I have now defined and implemented for the basic functionalities. The fight with the equipment works, but the effects of the consumables are still missing.

The Inspector and the Inventory Viewer have also been added to the UI.

Have a nice Friday!

#roguelikedev #gamedev #love2d

A new update on the status. Development is ongoing and I'm currently working on the equipment and items that the player can equip. The first enemies (rat and snake), each of which uses a simple AI, have also been implemented.

Combat works as follows: The combat modifiers (speed, range, attack strength and defense) depends on the equipment the actor is wearing and its experience points.
The damage is determined by comparing the values.

#roguelikedev #love2d #gamedev

Hello my name is Sercan, developer, and I'm developing my first non-commercial roguelike called 'Choose your Path'. It's not my first game project, but my first with such complexity.

The goal of the game is to defeat a final boss. Until then the player can decide which route to take. Each route contains various enemies, npcs, equipment and items.

I will use this channel to provide regular updates (probably once or twice a month) on my progress to share with you.

#roguelikedev #love2d #gamedev