perhaps more important than victory
perhaps more important than victory
Lowkey thinking about putting something like this in the game
I am going to be there πββοΈ
What should I work on next??
The bonechasm???
From H.P. Lovecraft's famous story, "Don't go into the bonechasm"
#gamedev
In order to organize my time for this game, I have invented a six-week period called "FebuSmarch"
#gamedev #roguelike
Lmao the CRT filter makes actual direct screenshots look like I took them with my phone or something
I used to play a lot of this science fiction roguelike called zapm which I felt was pretty well-done.
Here's more footage of the fungus garden, but with sprite mode and the CRT shader turned on. I feel like CRT fadeout effect is a little much still
#gamedev #indiedev #roguelike #procgen #pgc
A pixel art winter forest strewn with blood, corpses, and severed limbs.
OgreLore is a platform for experimenting with dungeon crawler design as much as anything. For example, it's fun to have monster factions that fight each other, but I'm going to need to refine *when* they fight - otherwise they all just murder each other before you even show up.
There's always the nuclear option of just fully "sleeping" monsters that aren't discovered yet, and intentionally set up situations where they'll fight as soon as the player gets there - this seems too artificial for the sort of game I'm going for, though
3. Strategically add more monsters in places where they have killed each other off screen - have to be judicious about this, though, I don't want a major corpse pile-up
2. Assume that monsters in the dungeon are basically in a state of equilibrium and only start becoming more aggressive as the player wanders around and disturbs them
Three potential solutions right now, and I'll probably use a combination of them: 1. Give each faction a "territory" and only have them attack each other if they cross territory boundaries (chasing the player, for example)
Haha yeah woops - something absolutely crazy happened here
#gamedev #indiedev #roguelike
These challenges aren't necessarily unanticipated, though. I knew this would be an issue, just not how much.
See also: I have a pretty deadly critical hit system. Armor helps with it, but I'm probably going to give the protagonist a "medallion of heroism" or something that prevents criticals
A pixel art winter forest strewn with blood, corpses, and severed limbs.
OgreLore is a platform for experimenting with dungeon crawler design as much as anything. For example, it's fun to have monster factions that fight each other, but I'm going to need to refine *when* they fight - otherwise they all just murder each other before you even show up.
Beware the evil robot that gets its hands on green paint
Here's more footage of the fungus garden, but with sprite mode and the CRT shader turned on. I feel like CRT fadeout effect is a little much still
#gamedev #indiedev #roguelike #procgen #pgc
The fungus garden is extremely nice looking in ASCII mode
#roguelike #ascii #gamedev #indiedev #screenshotsaturday
Check out the snow biome in ASCII mode with the CRT filter turned on
#roguelike #gamedev #indiegamedev #ascii #procgen
Check out the snow biome in ASCII mode with the CRT filter turned on
#roguelike #gamedev #indiegamedev #ascii #procgen
A scene from OgreLore - pixel art of an underground fungus garden with colorful glowing fungi.
I've made a few adjustments to the colors and the distribution of fungus in the fungus garden biome, and it's starting to look good. It's going to be even better when there are slimes and other beasties skittering around.
#gamedev #roguelike #pixelart #fungus #indiedev
They're calling him the bone-passer
Australian Pub Simulator is now out
A tiny coffeebreak roguelike where your goal is to get from the front of the ΜΆdΜΆuΜΆnΜΆgΜΆeΜΆoΜΆnΜΆ pub to the back without getting knocked out.
Now available to play on macOS, Windows, Linux, and web.
timothyjgraham.itch.io/australian-p...
A scene from OgreLore - pixel art of an underground fungus garden with colorful glowing fungi.
I've made a few adjustments to the colors and the distribution of fungus in the fungus garden biome, and it's starting to look good. It's going to be even better when there are slimes and other beasties skittering around.
#gamedev #roguelike #pixelart #fungus #indiedev
Infra Arcana is the only traditional roguelike that's done stealth correctly - despite the limitations of the format. I also feel that it's the best Lovecraft game ever, owing to the fact that your character's body and mind remain fragile throughout, and you spend a lot of the game *fleeing* threats
Probably crazy for a guy making a roguelike to say the NES has busted graphics, but there you have it. I'm willing to make exceptions on a case by case basis like this, but it's true. There's just something very un-aesthetic about a lot of the games for it.
NES was a bit before my time developmentally, so its graphics will always look sort of busted to me, but Kirby's adventure is a joy to play and has a staggering amount of aura even now.
Creatures is like a game from an alternate universe. It's a virtual pet simulator where each creature has its own DNA and its own neural architecture decades before the proliferation of deep learning. It and its sequels are the only games of their kind.
I'm not done talking about video games yet. If you've played the original Thief, you need to play the fan campaign "The Black Parade", which is actually better than the original campaign in my opinion. Almost every level is full of nooks and crannies to explore.