Now that my roguelike is out in Early Access, I'm starting to release regular updates.
There won't be an update next week, but expect one the week after.
This week I'm working on overhauling my roguelike's UI - to add a way to play using just one button, both for accessibility and also potentially touchscreen support!
Here's a mockup I made to show how it could look.
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.
Currently, there is an abundance of both action roguelites and traditional turn-based roguelikes. Even though they arose from the same source of inspiration, a large rift separates the two genres.
Rootin’ Tootin’ Lootin’ & Shootin’ came about from the desire to bridge the gap between genres – to create a roguelike that could fuse fast-paced action with thoughtful, turn-based strategy.
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.