Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Ducksoup Dungeon 2

A topic by Richard Lems created May 19, 2018 Views: 1,255 Replies: 1
Viewing posts 1 to 2
(+1)

A few years ago I made a fun little roguelike platformer called Ducksoup Dungeon together with my wife. We want to give it a sequel one day, so whenever Ziryf and I feel like hobby'ing, this is where we put our energy. :)

We just got started on this project and it's definitely a weekend hobby thing. But recently I've been spending a good amount time on it. I figured it was time to make an itch.io devlog!

Current Status

The first game was made in Construct 2, which is great! For Ducksoup Dungeon 2 I'd like to use Construct 3 though, it has a few sweet features coming up that I really want to use! So I started with a blank project and and added some characters I sprited a few months earlier. Platforming systems are w.i.p, just like everything else! :p

 I also ported the water system I made for Bod&Dob. I think it's fun way to add some more variety to the dungeons. 


The first enemy I made for Ducksoup Dungeon 2, the basic skeleton. They are humanoids and can run & jump in the same way the player can. This also means they interact with the environment in the same way. :)

Map generator

One of the things I definitely want to improve is the amount of control we have over generating levels. In DD1 we used an external library (rot.js) to generate the dungeons, because I really didn't know how to write my own dungeon generator. 

It worked out okay, generating dungeons was easy, but the amount of control I had was a underwhelming and frustrating. For DD2 I'm tackling the biggest hurdle head on. I wrote an event based dungeon generator directly in Construct 3.


This generator works with a room system that's very similar to roguelikes such as the Binding of Isaac. After generating rooms & doors I can assign templates to each room randomly. These templates contain details like platforms, ladders etc. 

This is a platformer roguelike, so these templates are going to contain lots of elements to help the player travel in the vertical axis. In DD1 I just gave the player infinite jumps! I mean it works, but it was kind of a cheap hack to fix my inability to generate 'correct' platformer dungeons.

Support the game

Like what you see? If so, thank you! Leave a comment and tell me what you think! What you liked about DD1, what you'd like to see in DD2, anything really. :)

If you want to support the game you can do so by becoming a patron on my Patreon page! 

Moderator(+2)

Woo, sequel! I don't know what to say right now, but loved the first one despite its limitations, and this is very exciting. Keep up the good work!