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8301951345

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A member registered Feb 27, 2025

Recent community posts

(1 edit)

Day 5

Abandoned this jam! I'm happy with what I built this week, but it isn't a game. I started with almost nothing and built something that I think shows promise, but to turn it into a game worth playing, I need time to refactor and improve the architecture instead of turning it into rushed spaghetti code just so that I have something to submit.

Good learning experience though.

(1 edit)

Day 4

Further fleshed out inventory, items, and UI. Can now use items, drop items by right clicking in inventory, and pick up items from the world with spacebar.

The code works, but I feel the need to do the first big refactor to keep it organized, decoupled, and scalable. With half of the contest over, it's looking unlikely that I'll have a "complete game," but I might end up with a very flexible and charming framework for building a more substantial game over the long term.

And depending on how I feel, maybe days 6-7 can be used to use the tools I've built to make a sort of roguelike mini-game so that I have at least something to submit?

PS Don't know why there are such weird visual checkerboard artifacts in the gif below, the actual UI doesn't have that. itch must not have liked the upload.


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Day 3

Added the makings of a basic Entity-Component architecture focused on flexibility and usability. 

Added skeleton of a HUD around the game viewport that listens to changes in the player's relevant state. 

Added a first pass at a rudimentary inventory menu for debug usage. 

Tomorrow (or late tonight), I hope to add a few items and the ability to pick up items from the map and place them in inventory, or drop from inventory onto the map. That will be the beginning of interactivity in the game world, as currently it involves nothing except walking around an empty "ship".



Day 2.5

Refactored data structure for cells, added some infrastructure to support flexible entities, added dummy player and player movement.



Day 2

Added barebones procedural generation for empty, boxy ships, which is the skeleton for adding more interesting generation later. Added utilities for RNG, iterables, and slightly better control over tile attributes.

Next steps are adding player, player movement, and collision detection.





(2 edits)

Untitled roguelike. Codenamed EspressoCream.

Posting here for motivation.

This is my first game. I'm coming from background in machine learning. Just learned Dart last month and have been picking at Rust for a year or so on and off.

Working with no game engine and no game-specific frameworks or libraries. Building a UI system on top of Flutter. Plan to code game logic in Dart. Expensive graph algorithms or AI models will be written in Rust if needed, but probably won't get that far given time constraints.

Day 1: Created a core UI. Added dummy map. Implemented ability to read user keyboard input, route it into the game logic, operate on it, then call UI updates as needed. Happy with the appearance. Happy with separation of concerns.