20 years ago, I started toying with the idea of a Greek Mythology themed #roguelike with some friends over USENET (including @epyoncf). I just posted the latest design doc at https://slash.itch.io/greekie as I think there's some interesting/inspiring stuff there!
This week I've been replacing all of the particle effects in my game with animated ones!
Here's a short video showing off animations for fire, explosions and lots of other effects.
Calling every first-person shooter game from 1993 to 1996 "a DOOM clone" was equally as silly as calling games "roguelike" nowadays. I will stop using that term immediately!
The next bit I want to do is the Town Scene.
This will have Shops to buy equipment, and sell loot
I have an Inventory System, that includes "external Inventory" e.g. treasure chest. I'm thinking that something similar, but with Prices attached, should work?
The system uses click-to-pick-up, click-to-drop (in inventories) rather than drag-n-drop, so checking Player has enough Gold on Pick up, subtract Gold on Drop (into Player inventory)?
Hey Dungeoneers, sorry for being a little quiet here lately!
I've just released Shattered Pixel Dungeon v2.4.2, which is mostly focused on followup balance tweaks, but also fixes a few bugs. Here's a screenshot from the announcement on Steam:
I have an Inventory System
Items are stored as ItemData (and sub-classes, e.g. ItemDataConsumable)
A Consumable can have Ratings (e.g. heal_value, mana_restorted)
When Used, this triggers the Function in it's Class, which checks what property the item has, and acts appropriately.
I can see this getting very cumbersome.
Do I stick with it, and keep expanding the USE function, or try to mangle a new solution?
Progress:
Inventory Tutorial finished.
Basics working. Features include Stackable, Usable, Equipment, Chests and HotBar.
Screenshots show Proc-Gen dungeon with random Portal (white) and Chest (red).
Here's a look at my process designing upgrades for Rootin' Tootin' Lootin' & Shootin'. I have one big image file where I sketch out new ideas and refine them.
Introducing... Bones!
Bones are used to equip upgrades in my roguelike - you start with 5 and can get more by killing bosses!
At any time, you can unequip an upgrade to make space for another.
Shattered Pixel Dungeon is an open-source traditional roguelike dungeon crawler with randomized levels and enemies, and hundreds of items to collect and use. It's based on the source code of Pixel Dungeon, by Watabou....
Accidentally deleted a chunk of stuff from my project :(
(No, I don't have any Version Control on it)
I needed to rebuild from scratch anyway, to see if I've learned anything from this tutorial...
I still can't seem to see Project Organisation, and how to build structures.
I can do syntax, I can write functions, but how to link them all together?
I was talking to @ireneista and I realized I don't talk about #roguelike games enough.
By far the most unique rogue like I enjoy is Chronicles of Stampadia. It's an amazing project, a pen and paper daily rogue like. You can print it and play it on a plane or at an off the grid camp, as you would a crossword. Incredibly rewarding and the source is open.
Shattered-pixel-dungeon Release v2.4. (github.com)
Shattered Pixel Dungeon is an open-source traditional roguelike dungeon crawler with randomized levels and enemies, and hundreds of items to collect and use. It's based on the source code of Pixel Dungeon, by Watabou....