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Coop Catacombs: Async multiplayer and coop roguelike!

A topic by AikonCWD created 81 days ago Views: 171 Replies: 4
Viewing posts 1 to 5


Hi to everybody!

Here I will post some images of what I coding. I started this project from an small framework I coded few months ago in Godot. With this framework I have basuc UI working (responsive), tilemap, collisions, keyinput, fov, pathfinding done. Im also re-using existing code from another roguelike I did called GodoRogue:


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Yesterday I was coding the interface and updating player sprite according the equipment. Look what happen when I equip some weapons and shields:

Today I'm working with some fluid physics, I think the fire effect is ok and now I'm doing some gas spread:


And this is all from day 1-2.

PS: I will need some betatester players to test the online/coop mechanic. Feel free to write here and I will send you a link to playtest the game.

Thanks all for reading this!

(+1)

Finished spreading for GAS element. It can pass metal grates but no closed doors:



awesome fluid sim!

Day 3 - Dealing with monsters

Today I wanted to start programming the monsters. The main mechanic of this roguelike is about a dungeon that becomes deeper and more difficult every time a player completes it. That's why I need a wide variety of monsters that will inhabit the different depths of the dungeon.

At the moment, I have in mind 30 different monsters, each with their own attributes, which share different abilities (13 in total):



The first ability I've designed is spider webs, which block the player's movement. I've taken advantage of yesterday's fluids code to create the spider web effect. Both spiders and traps will be able to trigger this effect:



Now it's time to program the Slimes, which can multiply when eliminated. You must measure the space well if you don't want to end up surrounded by multiple Slimes! An axe with the ability to attack several monsters at once will be of great help:



Some enemies will be able to perform ranged attacks, such as firing magic missiles, arrows, or fire. Here we see a cute myconid exploding a magic orb in our face:



And the same for enemies that spit fire, like this Flaming Orb, which also moves 2 squares per turn because it is flying:



Some monsters will be able to steal items from you. This ungrateful Wererat has managed to steal our axe. Luckily, we were able to finish her off with our fists and recover it:



Here I show you my favorite monster: The Gelatinous Cube. It moves slow, can go through metal bars, paralyzes us if we come into contact with it, and also steals items! This cube does everything, and what it likes most are our shoes:



Finally, another flying enemy: The Flying Eye, whose gaze will leave us confused. Making it impossible for us to perform any action and reducing our chance of landing hits:


Well, that's all for today! I still have many enemies to program, but luckily most of them consist of different combinations of abilities, so I hope to finish soon.

Greetings! Leave some feedback to see what you think of these monsters!

Day 4 – Coding online messages and magic stuff

Today, I had to do some programming on the network code. Now we can leave written messages on the dungeon walls, similar to DarkSouls. This way, players can communicate and share information about the current dungeon.


I've refined the interaction with the environment a bit more. Now, if we are on fire, we can burn any tile that is flammable. Similarly, there is the fire scroll, which sets us on fire and will cause a lot of chaos in the dungeon, haha:



I've decided to program all the effects of the magic scrolls, next I'll show you the effects of the magic mapping, sanctuary, and enchantment.




I've programmed other scrolls but don't have an image to show. Tomorrow, I will work on the rings, potions, and magic staves!

Best regards