itch.iohttp://itch.iohttps://itch.io/t/2714086/dungeon-skank-7drl-entryDungeon Skank -7DRL entryhttps://itch.io/t/2714086/dungeon-skank-7drl-entrySat, 11 Mar 2023 22:56:59 GMTSat, 11 Mar 2023 22:56:59 GMTSat, 11 Mar 2023 22:56:59 GMTHey guys.. This is my first 7DRL entry,  I didn't see anywhere in the rules that said the game had to be 2D so I did my roguelike in 3D,  I hope that wasn't a mistake but if it turns out to be at least I got some knowledge in on how to build procedural dungeons as this was my first attempt. I had more fun making this week long game than I've had any other project I 've worked on.

Anyways, the game follows and stays true 100% to the roguelike concepts. Hope you enjoy it!.

https://abinarylife.itch.io/dungeon-skank-7drl

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https://itch.io/t/2712559/nonamebrandrogueNoNameBrandRoguehttps://itch.io/t/2712559/nonamebrandrogueSat, 11 Mar 2023 05:34:02 GMTSat, 11 Mar 2023 05:34:02 GMTSat, 11 Mar 2023 05:34:02 GMT(yes, 1 word name)



  • 2023/03/02-03 – Get base fonts renderer into eVX for the first time; design game through questions asked from OpenAI.
  • 2023/03/04 – Roguelike Start around 7am: The data-oriented save was created in around 1 hour.
  • 2023/03/05 – The buggy floor render was worked on; the bug fixed end of day: forgot to set ‘MapTileID‘.
  • 2023/03/06 – The character structure was created, the player created as a character, then added buggy movement through doors to adjacent tiles.
  • 2023/03/07 – Sorted eVX font rendering more, sorted all bugs I found as much as possible, added starting UI.
  • 2023/03/08 – Started enemy spawns, only added Rodent from position 0 in sprite.
  • 2023/03/09 – Started combat; added dice for combat rolls, like I wanted.
  • 2023/03/10 – Got combat sorted; realised doors had another bug – used same ‘X’ for top, and bottom; fixed eVX font resizing; added base vision limits; added damage messages; started my own map generation code – as buggy as it is, incomplete – “Pendragon” is the name I gave it; added enemy base info sharing.
  • 2023/03/11 – 1 commit; 3 hours before the first commit on 2023/03/04 – stopped seed sticking to ‘0’ and it made me see there’s more broken in my generation… As amusing as that is, done for now for the submission.

It's incomplete, mind you, but this is just to share as far as I got. If you'd like to know more, as here, or take a glance.

Totally didnt know about this forum or could have posted progress each day here, lol

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https://itch.io/t/2702574/let-them-eat-cake-progress"Let Them Eat Cake" progresshttps://itch.io/t/2702574/let-them-eat-cake-progressMon, 06 Mar 2023 06:15:05 GMTMon, 06 Mar 2023 06:15:05 GMTMon, 06 Mar 2023 06:15:05 GMTI started my project today, and Day 1 went reasonably well. I have a plan for what I'd like to get through in each of the first four days, and I got everything I planned for day 1 complete. I did uncover a couple small things I'll need to add, though.

My project is "Let Them Eat Cake", a gameshow in a dark dystopian future. It's a deadly competation, but people volunteer for it for the chance to win extravagent luxuries, such as two-ply toilet paper.

I am building it off of the same engine I'm using for my main project, so there's a lot of library code for pathfinding, AI, and rendering that I'm taking advantage of. This project is a bit of a departure, though, because my main project is more of a dwarf fortress style simulation, whereas my 7drl is a combat focused dungeon crawl.

Main progress today:

* Set up the project and did all of the boilerplate work to get it building and running for my new project. I'm using godot, but most of the code is generic .NET 6.0 libraries.

* Put together some initial art for walls and characters. I'm using 3D models of ASCII characters for now, which I may swap out if there is time later in the week.

* Implemented player + monster movement. No combat yet; that'll be tomorrow.

* Implemented a first pass of dungeon generation. This was the biggest piece of work today. I've never really written something like this, so I'm starting with a BSP approach. It's decent enough for now, but I hope to have time to improve it on Monday or Tuesday.

* Added some towers to the dungeon generation. These are going to play a big part in the actual gameplay, because your goal in each floor will be to reach each of the towers and press a button to open the exit. I also like what they might bring to the gameplay, because the higher elevation gives you a much better view of the map.

This is my first 7DRL, but I'm really enjoying it so far. Hopefully I can keep my momentum up for the rest of the week.

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https://itch.io/t/2717279/oops-i-did-it-againoops i did it againhttps://itch.io/t/2717279/oops-i-did-it-againMon, 13 Mar 2023 04:01:54 GMTMon, 13 Mar 2023 04:01:54 GMTMon, 13 Mar 2023 04:01:54 GMTI submitted it 11:58 PM sunday! success!!!

this time I developed the game over 2 days so the features have more depth to them. unfortunately the game is extremely unfinished. There is no theme or story or screenshots or description. I hope it's allowed to add the last two things after the fact.

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https://itch.io/t/2716946/the-last-of-dingus-by-team-of-brothers-jachu-stachuThe Last of Dingus - by team of brothers Jachu & Stachuhttps://itch.io/t/2716946/the-last-of-dingus-by-team-of-brothers-jachu-stachuMon, 13 Mar 2023 00:28:57 GMTMon, 13 Mar 2023 00:28:57 GMTMon, 13 Mar 2023 00:28:57 GMTHi! :)

We are Jachu & Stachu!

This is not our first gamejam and not even first gamejam we participated in team as brothers, but it is our first roguelike game we have made and we are really proud of the amount of work we were able to put out in such short amount of time!

I'm (Jachu) programmer and Unity developer of this one and my brother (Stachu) worked as 2D and 3D artist for all of the assets. Music if featured was either self-made, or variations of free sounds from freesound.com.

Here is a link to the game - available to play in the browser and already submitted to the jam ->

The Last of Dingus by Janku (itch.io)


About the making of the game and our goals during the jam ->

We mainly focused on including mechanics featured in linked roguelike description page, but also our own experience with roguelikes and games that feature roguelike elements. For starters - in the game we have form of single runs which end in death and no saves as well as generated content -> player can pick areas to scavenge and discover which are generated with random amount & locations of resources, enemies, amount of floors and variations of them in each area. That way no run is the same and player has to learn to use his resources wisely to survive one more day! We also included turn based mechanics in form of player picking out one of randomised buffs to choose at the end of each completed level -> you can either pick maxing out your health bar for good, or use some additional resources, if you were particularly light on ammo in recent levels!

We hope to include more features and expand already existing ones, but that is all we have managed to put out and we are out of time so that's it as of now. We had a lot of fun with this game, so we will for sure come back to it and update The Last of Dingus after the jam finishes :)

We also planned for this game to be our test of how to make "fun to play" game, as we often forgot about that important factor in our previous games :P We often made games that were fun in concept, but in result didnt provide experience that even we as creators wanted to come back to. This game is supposed to change this, so I hope it worked out :)

The title and theme of alien mushrooms chasing protagonist called Jole is of course inspired by currently running show and the game that we love - "The Last of Us".

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https://itch.io/t/2708267/murder-most-foul-progress"Murder Most Foul" Progresshttps://itch.io/t/2708267/murder-most-foul-progressThu, 09 Mar 2023 05:12:04 GMTThu, 09 Mar 2023 05:12:04 GMTThu, 09 Mar 2023 05:12:04 GMTConcept: Procedurally generated murder mystery!

Instead of procedurally generating a map, the game procedurally generates the plot: a murder mystery complete with suspects, weapons, motives, opportunities, etc.  It then generates enough clues to solve the mystery (a'la Clue or Cluedo style logic puzzles), and sprinkles them around the map of a large, Victorian mansion.  Gameplay involves exploring the mansion, talking to suspects, collecting clues, and using logic to deduce who the murderer is.  When you think you have solved the mystery, accuse the murderer, and if you're right, you win!

The first couple of days have been spent creating the mansion environment.  I've worked up a custom tileset of 13x26 pixel tiles (weird, I know), and as of today, I have the mansion fleshed out enough that you can wander around it.  Parts of the tileset are set up to allow the engine to tint them to give different looks to different tiles; for instance, in the image below, the walls are tinted purple, and the floor tiles are tinted green and brown for the upper and lower levels.


In addition to using arrow keys to move around the map like a normal roguelike, you also can move around your "Mind Castle" to keep track of the clues and deductions you have made, using a special navigation mode and environment showing a grid of deductions.

Each playthrough of the game will have a different mystery, and there will be a way to choose different difficulty levels for the mystery, ranging from fairly easy and straightforward to mysteries that will take quite a lot of clues to fully deduce.

If I have time, I might add some light combat in there, with some enemies that harry you as you move around the map, just to make it feel more like a traditional roguelike, but I'm considering that low priority, and I'm not sure if I even want it or how to make it thematic.  (Ghosts, maybe?  Rats and spiders?  Goons hired by the murderer to stop your investigation? Spectres of the victims you failed to avenge?)

The game is being developed in straight-up HTML5/CSS/JavaScript, and should be freely playable in standards-compliant browsers.


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https://itch.io/t/2715688/ghost-questGhost Questhttps://itch.io/t/2715688/ghost-questSun, 12 Mar 2023 16:36:29 GMTSun, 12 Mar 2023 16:36:29 GMTSun, 12 Mar 2023 16:36:29 GMTHi, everyone! This is the first time I've ever participated in a game jam, so I'm excited to finally present the result!

I made a game called Ghost Quest, a grid-based roguelike where you collect and play cards to avoid and attack enemies:

https://lancethecat.itch.io/ghost-quest


Creating turn-based movement was a lot more difficult than I expected, and most of my development time was devoted to fixing numerous bugs. Originally it was going to be set in a haunted house, but I ran out of time before I could make the art assets.

I already received some notes for the next version of the game that I'll release after the jam is over:

- Highlight tiles in a different color when your player can move versus when they can attack

- Cards should be clearer about what they do

- Ghosts sometimes don't kill the player when they move to the same tile

If anyone has recommendations on how I can improve this game, I would really appreciate the feedback!

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https://itch.io/t/2716399/i-rememberI Rememberhttps://itch.io/t/2716399/i-rememberSun, 12 Mar 2023 20:42:00 GMTSun, 12 Mar 2023 20:42:00 GMTSun, 12 Mar 2023 20:42:00 GMTjust finished my game jam submission it’s pretty cool. It’s like a platform we mixed with a rogue like, and it has cool randomly generated rooms if you want to play it it’s right here.

https://walkersheep.itch.io/i-remember

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https://itch.io/t/2707656/the-grind-group-devlog-38"The Grind" - Group Devlog 3/8https://itch.io/t/2707656/the-grind-group-devlog-38Wed, 08 Mar 2023 21:14:51 GMTWed, 08 Mar 2023 21:14:51 GMTWed, 08 Mar 2023 21:14:51 GMT

Wednesday, March 8

Just under 3 days until our submission is due.

Hey! We're Team Boxmen, and we're a group of hobbyist developers from the United States. For this jam, we wanted to put a spin on the traditional rogue-like: instead of dungeon crawling, you must navigate the horrors of your ever-changing workspace in the dead of night, completing a set of chores.


If you've ever played a game like Five Nights at Freddy's and wondered "why don't they just quit?", we're on the same page. So, as a play on this theme, we're going to make it so you CAN quit the game, but then you must suffer the real-world consequences of being jobless.

One of our main mechanics is using a hose to spray down the messes throughout the warehouse you work at, and how the water will interact with the ghosts that are after you. 

Today we're tasked with writing the behavior script for our first ghost, The Crawler.

A sort of mini-checklist for The Crawler:

  • Crawls out of the dark towards you
  • Presence indicated by flashing lights
  • Go away when sprayed with water

Which is not as easy as we would like it to be.

Since Godot 4.0 Stable only recently came out, we're dealing with all of the quirks that come with adapting to a new update. Navigation has greatly improved, though.


We're also messing around with pixelization shaders, to create a darkness film grain a la Skinamarink.


Things are still pretty quiet, though. Going to need to work on implementing sound soon.

But for now, it's all merge conflicts and weird graphical glitches...

Fingers crossed.

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https://itch.io/t/2715610/home-sweet-homeHome Sweet Homehttps://itch.io/t/2715610/home-sweet-homeSun, 12 Mar 2023 16:06:03 GMTSun, 12 Mar 2023 16:06:03 GMTSun, 12 Mar 2023 16:06:03 GMTAfter less than 7 days of working on my game (I started on march 5), it is finally complete and playable.

https://ketufaispikinut.itch.io/hsh

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https://itch.io/t/2699575/dungeon-cardsDungeon Cardshttps://itch.io/t/2699575/dungeon-cardsSat, 04 Mar 2023 23:46:24 GMTSat, 04 Mar 2023 23:46:24 GMTSat, 04 Mar 2023 23:46:24 GMTUpdate: this game has made a successful entry! check out the page here - https://numeron.itch.io/dungeon-cards

--

Hello all! My name is Numeron, and this will be my 15th 7DRL entry - Dungeon Cards (possibly with a future name change)

15 entries sure is a lot (check my stuff out if you're interested!), but at this point I'm not so sure that's an advantage any more. I'm not the bright minded youth I once was, more like I'm becoming a risk-averse grouchy old dev who shakes his fist at new fangled technologies haha. Maybe it's time to break that cycle though -

Unlike the last bunch of years, I won't be building this entry on the bones of last year, I'm starting fresh with a new codebase! I'm exploring into the world of 3 dimensions (just graphics wise for now, not for the gameplay), so there will be plenty of new things for me to learn this year. This also means the scope will be lower, I'm going to try to make more of a tight puzzle-like tactical game than long-form RPG as is more typical of my entries.

I'll try to keep this thread up to date with my progress at the end of each day, but for now the simple idea is - a deck builder, with cards representing attacks/abilities on the grid, taking place in small single room levels (unless I find myself with a lot more time than expected)

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https://itch.io/t/2709152/fatamante-progressFatamante progresshttps://itch.io/t/2709152/fatamante-progressThu, 09 Mar 2023 17:53:45 GMTThu, 09 Mar 2023 17:53:45 GMTThu, 09 Mar 2023 17:53:45 GMTJust today I found out that here you can keep a log of the progress.

"Fatamante" is a game where the MC is a support mage, he doesn't have any fighting skills except controlling fairies.

Each fairy is a different entity, with its own life and intelligence, so they must be controlled by commands.

I am developing the game with the SFML library and a series of classes that I have created from previous games.

Over the weekend I was putting it all together and created some simple graphics.

I programmed the creation of random dungeons and a layer that allows to convert the map to nicer graphics, for example, different tiles for the ground.

During the week the progress has been slower, I programmed a basic FOV and I was implementing different control systems (numpad, Vikeys and gamepad). Fast forward a bit the enemy classes and fairies and I was dealing with various bugs.

In these days I hope to finish the graphical interface, implement the inventory and start giving intelligence to the enemies, as well as the fairies.


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https://itch.io/t/2713982/loop-dungeonsLoop Dungeonshttps://itch.io/t/2713982/loop-dungeonsSat, 11 Mar 2023 21:53:09 GMTSat, 11 Mar 2023 21:53:09 GMTSat, 11 Mar 2023 21:53:09 GMTWe finished our entry and uploaded it yesterday! You can read about and play it here.

Didn't even notice there was a community tab here until now! Whoopsie!

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https://itch.io/t/2703675/crypt-shuffle-newbie-projectCrypt Shuffle - newbie projecthttps://itch.io/t/2703675/crypt-shuffle-newbie-projectMon, 06 Mar 2023 18:36:22 GMTMon, 06 Mar 2023 18:36:22 GMTMon, 06 Mar 2023 18:36:22 GMTHere's some insight into the game I'm developing, Crypt Shuffle. You are a wizard exploring a crypt full of dangerous undead creatures. The crypt consists of tile-based, procedurally generated rooms. You fight in turn-based combat. Dying resets the game. I decided that I'd like to capture "classic" mechanics and a low-fi look but modernize things with an isometric 3D perspective. I hope it fits the theme of the challenge - I'll work on it regardless. This is what it looked like last night:

This is my first game jam. While I have professional experience as a developer, I haven't done any recent hands-on programming outside of hobby projects. Naturally, I decided to learn Unreal Engine while working on my game.

So, I installed and set up UE on Friday after work. I bought some 3D assets that looked interesting because I never did any 3D modelling beyond placing cubes in Blender. I worked out some basics with tutorials in a test project. Despite knowing C++, I decided to use Blueprints for understanding how things are done in the Unreal way. I felt mildly confused but confident and ready to tackle my first 7DRL. 

On Saturday, I started with what I felt would be the biggest challenge: Procedurally generating a tile-based level. While that turned out fairly straightforward, I took me the better part of the day to set up some kind of user interface with it and pawns that are able to move from tile to tile. I don't think I've ever had this many Youtube tutorial tabs open in one browser session. Most of the time I spent on problems of the "there must be a good way to achieve this in UE" variety. But whenever I doubted my decision to use UE for the game, it delighted me with a great way to solve my problem. I finished the day with a rudimentary turn-based combat system. 

When I got up on Sunday and switched on my computer, I proclaimed loudly: "Today is the day of animation". In my crudely sketched project plan, this was supposed to take the morning until lunch. Boy, was I in for a ride. I had never done any 3D animation before. It literally took me several hours before finding out about Mixamo. Another couple of hours to understand rigging, the retargetting system in UE and how to use animation blueprints. I shouted many an expletive at my screen but ultimately, I succeeded - and it felt like a true achievement. Late at night, I did some minor enhancements like adding potions found in loot chests and called it a day. 

Given I'm working my day job throughout the week, I probably won't be making a lot more progress but hoping to do some more polishing especially around movement, visuals/lighting and gameplay variety. 

Will it be what I had in mind? Absolutely not. I already took out about 80% of my planned features. 

Will this be a playable game by the end of the week? It kind of is already. I'm certain that I'll be able to finish "something". 

Appreciate any (constructive) feedback and questions. 

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https://itch.io/t/2706397/shadow-dreamShadow Dreamhttps://itch.io/t/2706397/shadow-dreamWed, 08 Mar 2023 05:09:48 GMTWed, 08 Mar 2023 05:09:48 GMTWed, 08 Mar 2023 05:09:48 GMTHey all! This year I'm working on Shadow Dream, a survival Roguelike. The premise is you're a shaman entering a fading Dreamworld engulfed by shadows.  Your goal is to find Lumenstones and return them to where they belong.

Gameplay will revolve around light, exploring, managing mana, and achieving your goal before the shadows overwhelm you.

This is about the end of day 2 for me and I've implemented basic world generation, FOV, mana, and acquiring Lumenstones. I'm piggybacking off the style and architecture of Greedy Rogue, which I liked and worked quickly with. :)


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https://itch.io/t/2699795/layer-88-progress-day-1Layer 88 Progress Day 1https://itch.io/t/2699795/layer-88-progress-day-1Sun, 05 Mar 2023 02:55:04 GMTSun, 05 Mar 2023 02:55:04 GMTSun, 05 Mar 2023 02:55:04 GMTWith the help of GitHub Copilot, an interview of a roguelike developer, and some heavily modified old code for a tactics game, I got random floor generation (with loot spawning) and basic movement working. The concept for my game is exploring the Gaping Maw, the 88th layer of the Abyss in D&D lore. I'm not trying too hard for accuracy, though.

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https://itch.io/t/2700410/dawn-of-bronze-progess-logDawn of Bronze Progess Loghttps://itch.io/t/2700410/dawn-of-bronze-progess-logSun, 05 Mar 2023 12:07:09 GMTSun, 05 Mar 2023 12:07:09 GMTSun, 05 Mar 2023 12:07:09 GMT

Dawn of Bronze is an open-world roguelike about hunting, gathering, and stealth, set in the late neolithic - most conflict is between the player and various animals, but an underlying theme is the transition from hunter-gatherer lifestyles to agriculture, the establishment of militarized city-states, the early domestication of horses, and the origin of smelting.

Credits/Resources

----

Good progress for day 1.  Started project setup around 11:15 AM Saturday (US Central Time), got scaffolding in place and ready to start coding at 12:01 PM, so I'll consider my pencils-down time to be noon on Saturday the 11th.

Got about 5 solid hours of coding in yesterday, the biggest obstacle so far, but also the biggest boost, has been TypeScript.  The type checking and tooling in VSCode is amazing compared to plain javascript, and it's a lot easier for me to work in a language with types.  But all my algorithmic prep work was in d3.js via Observable - d3 itself wasn't too bad, but getting my implementations of Perlin noise and Poisson disk sampling ported over and situated right in the project took up most of my time.  I had to give up on getting fast-2d-poisson-disk-sampling working, and used Mike Bostock's implementation here https://observablehq.com/@mbostock/poisson-disk-sampling instead.

Now that we're over that hump, the basic world map is working, roughly matches what I had in my prep notebooks, and looks good, and I can move my @ character around it.

The goal for today is to add a zoomed-in view, and play around with a few different levels of detail to see what feels right.  I'm thinking of a proportion where a full screen of the tactical map corresponds to like 4 x 3 squares on the world map grid, which would mean most biomes are 4/5 screens across, and the whole world is about 30 x 20, 40 x 25, something like that.  Maybe add fog of war/map reveal if I make good progress.

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https://itch.io/t/2713259/dualityDualityhttps://itch.io/t/2713259/dualitySat, 11 Mar 2023 14:51:01 GMTSat, 11 Mar 2023 14:51:01 GMTSat, 11 Mar 2023 14:51:01 GMTI've just published my entry! YAY!

Duality: a 2 card, 8 dices game about a hero helping a little town get rid of the monsters infesting their mine. Read a full description in the game page and my rationale in the development of this game.

As I already said and wrote  in the game description, I don't want it to be taken in consideration during the 7drl judgement process. I think there will be way many games way more "rogueliky" than this so i don't want to wasts any judges time.

You can find the game here: Duality where you can download a pdf to print out your cards.

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https://itch.io/t/2704720/kleptron-2000Kleptron 2000https://itch.io/t/2704720/kleptron-2000Tue, 07 Mar 2023 07:50:22 GMTTue, 07 Mar 2023 07:50:22 GMTTue, 07 Mar 2023 07:50:22 GMTKleptron 2000
What
  • Turn-based ASCII roguelike where you plunder mazes guarded by owners who aren't thrilled about the idea
  • Player collects coins to spend on ability upgrades, can use items scattered on map but one inventory slot only
  • Enemies are procgen'd by composing them from random abilities/strengths/weaknesses/AI at each difficulty level (for better or worse)
  • Base combat is one hit-one kill, basic weapons are single-use (i.e. they break), abilities/deeper levels affect them
Why

The typical roguelike amounts to you taking on the role of a violent xenophobic kleptomaniac committing a multi-leveled home invasion. I'm thinking of how to let the player engage in thie behaviour while shining a light on it, when you die your character become a ghost in the vaults protecting your hoarded wealth in vain. Your high score reflects how much wealth you grabbed before you ultimately died, something to ponder. I'll let future me fill in the details.

How

As simply as possible, I tend to overcode these things and it's not necessary. Really wanted to try ECS again, which made me realize I shouldn't. 

One thing I'll let myself indulge in this jam is animation -- it bugs me how static many roguelikes look while waiting for input. Back in the 80's it had to be that way and that's part of the charm -- but the world feels flat and dead. I started by splitting the game update from the rendering update. The flashing @ is done independently of the game, which just waits for input. When the player moves, the flashing animation resets so you can track the @ and move it quickly through the map. 

I nerded out on this because there will be times where an animation will have to block the game from continuing until it completes (e.g. projectiles or explosions). To do that, the animation will have to deny sending keyboard input to the game, but still update the game so a fast-moving projectile can make several moves over a single "turn".  Something about a fireball paused in mid-flight throwing off smoke and embers appeals to me. My game my rules :P

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https://itch.io/t/2706379/monte-del-diablo-devlog"Monte del Diablo" -Devloghttps://itch.io/t/2706379/monte-del-diablo-devlogWed, 08 Mar 2023 04:50:17 GMTWed, 08 Mar 2023 04:50:17 GMTSat, 11 Mar 2023 20:40:01 GMTCreating a roguelike based on the Colombian paisa mythos.

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https://itch.io/t/2705781/abominium-progress-logAbominium - progress loghttps://itch.io/t/2705781/abominium-progress-logTue, 07 Mar 2023 21:02:48 GMTTue, 07 Mar 2023 21:02:48 GMTTue, 07 Mar 2023 21:02:48 GMTHello all,

this is my very first 7drl, and my very first game using Godot engine. My goal is to make a little single screen "cave crawler" when you must defeat a "abominium" inside the cave, using both a melee attack and a ranged attack with arc and arrows.

The cave is randomly generated with the "Drunkard’s Walk" algorithm.

Here is a screenshot of the work in progress game:

   

I'm making everything in a hurry and I don't know if I will be able to complete it or how polished it will be, I also have a daughter and a full time job! :-D But I'm having a lot of fun and I hope I can put up something playable!

Have fun!

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https://itch.io/t/2700672/boat-journeyBoat Journeyhttps://itch.io/t/2700672/boat-journeySun, 05 Mar 2023 14:24:49 GMTSun, 05 Mar 2023 14:24:49 GMTSun, 05 Mar 2023 14:24:49 GMT

My game will be called “Boat Journey”. It’s about driving a boat along a river with the goal of reaching the ocean without running out of fuel or otherwise becoming stranded, while picking up passengers who give you additional abilities.

Dev log here: https://www.gridbugs.org/7drl2023-day1/

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https://itch.io/t/2709975/where-my-boomers-that-want-to-shoot-pax-per-mortem-will-be-out-soonWhere my boomers that want to shoot? Pax Per Mortem will be out soon.https://itch.io/t/2709975/where-my-boomers-that-want-to-shoot-pax-per-mortem-will-be-out-soonFri, 10 Mar 2023 02:09:25 GMTFri, 10 Mar 2023 02:09:25 GMTFri, 10 Mar 2023 02:09:25 GMT

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https://itch.io/t/2699775/the-great-wastes-7drl-progressThe Great Wastes 7DRL Progresshttps://itch.io/t/2699775/the-great-wastes-7drl-progressSun, 05 Mar 2023 02:41:16 GMTSun, 05 Mar 2023 02:41:16 GMTSun, 05 Mar 2023 04:19:22 GMTLast year I started building a 7DRL from scratch and got bogged down in engine details and never had anything really playable, so I opted for Godot this time. Pretty excited to focus on the game instead of the engine.  I've got a basic map, input, movement, and blocked out UI today.  I'm trying to maximize the weekend since I know I'll struggle to find time during the work week. Pretty rough but here's a brief preview:

I'm using MidJourney to help generate some of the art and Photopea to adjust to fit my goals but I have no design eye so I'm just going to live with it looking like trash.

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https://itch.io/t/2706451/robbers-haul-a-godot-rlRobber's Haul, a Godot RLhttps://itch.io/t/2706451/robbers-haul-a-godot-rlWed, 08 Mar 2023 06:23:24 GMTWed, 08 Mar 2023 06:23:24 GMTWed, 08 Mar 2023 06:23:24 GMT

I'll admit it, I came to this jam with high ambition - the highest. As a hobbyist gamedev designer I have a lot of docs sitting around and ideas in my head and bits of projects I've started over the last 3 years in Godot and Javascript / HTML. One of those was called Three World Champion, it was your standard roguelike, then I wanted a choose your own victory system with morality. Eventually it became a MMO that would use a system like Crypt of the Necrodancer. Glad I shelved that idea early on for this jam, it was like 5 AM into day 0 that I decided I should rein back.

So what's that picture above? That's a random walk script in Godot that takes 1000 in four cardinal directions then calls it a day. So far that's all the procgen has to do and then on top the map picks random empty spaces, feeds it to a global autoload script and the main game sets everything up. The game is live now, just to have something out there and is on my github as well.

Will I finish? Technically yes, but I'll have to label it incomplete from what I have now. For a weekend jam I'm slow. For a 7 day jam, I have just enough time to get something interesting I hope. I just need to cram for a day or two to turn what looks good to what plays good.

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https://itch.io/t/2701471/mission-improbable-rogue-agent-devMission Improbable Rogue Agent. devhttps://itch.io/t/2701471/mission-improbable-rogue-agent-devSun, 05 Mar 2023 19:32:17 GMTSun, 05 Mar 2023 19:32:17 GMTSun, 05 Mar 2023 19:32:17 GMT




ok its working so far, weather I get to end is a nother matter 7 days may be enough

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https://itch.io/t/2704386/rickety-revolverRickety Revolverhttps://itch.io/t/2704386/rickety-revolverTue, 07 Mar 2023 02:24:30 GMTTue, 07 Mar 2023 02:24:30 GMTTue, 07 Mar 2023 02:24:30 GMTI've decided to make my first game ever in Javascript for the jam. I followed the Broughlike tutorial last month to ensure I understood some basics, and then started fresh today, working through that tutorial for a basic engine and tweaking/skipping where warranted. My first major implementation is a shooting mechanic, as the game is a western, and I can happily say I've got that working along with some sprites. I'm hoping to code it so you can utilize a simple tile set I'm making as well as an ASCII style tile set too!

Tomorrow's big goal will be adding a town area. From there I'll implement a quest system. 

The biggest challenge with the shooting mechanic was making sure you could shoot in the direction you last faced. So to the left of the HP I have a simple directional indicator, so you know where you'd be shooting. The dice will function as an inventory item/expendable. Each one is 1/6. So they're each a bullet in the revolver. Combat is deterministic, you kill your enemy but you take one damage, but the "rickety" revolver that you have has an old cylinder that spins, so you can load it with more "dice" to ensure a better chance of hitting an enemy, but it's finite, so you have to decided when you're rolling the dice on your shot and when you want it to be a sure thing. 

Working on some story elements to explain the randomized levels as well. Although I think there will be a set town level that's the same every time you go there for quests etc. 

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https://itch.io/t/2699411/8bitrl-progress-log8BitRL - Progress Loghttps://itch.io/t/2699411/8bitrl-progress-logSat, 04 Mar 2023 21:58:09 GMTSat, 04 Mar 2023 21:58:09 GMTSat, 04 Mar 2023 21:58:30 GMTWorking on what I hope to be a fairly straight forward 8-bit styled roguelike with room based maps and quest driven progression.

I probably won't enter the final game in the comp because I don't enjoy entering my work for judging. However I want to play along and try and get this game done.

Day 1 was just normal foundational stuff as you can see from the gif. Day 2 will likely be similar but hoping from Day 3 I can start getting into some interesting features.

DAY 1

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https://itch.io/t/2699606/kill-swap-progressKill Swap Progresshttps://itch.io/t/2699606/kill-swap-progressSun, 05 Mar 2023 00:07:36 GMTSun, 05 Mar 2023 00:07:36 GMTSun, 05 Mar 2023 00:07:36 GMTHello! This is my first time making a Roguelike so I'm kinda learning as I go. My idea is an FPS Roguelike where when you kill an enemy, you get that enemy's power. I still have a lot of work to do but here's what I got done so far.

  • Player movement
  • 2 Enemy types
  • Started on room randomization
  • Shooting and Power Stealing
  • Other boring stuff

As for the engine, I'm using GDevelop with a 3D Extension because I know more about GDevelop than Unity at the moment. 

Anyway, that's all for day 1 of Development. I hope I can get this done in 7 days. Wish me luck!

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