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.
A major part of my problem learning Godot is that I am used to Kotlin/Jetpack Compose, where one is meant to keep any data-manipulation the heck away from the UI, and just pass something to display, but it seems Godot wants me to do all the manipulation in the UI, and only have non-UI elements if I really have to...
I'm struggling to either see a comparison, or convert my brain.
If anyone has ideas for how to see Godot Code Structure, please do be pointing!
A new version of Open Doom : Hardcore edition is here... Now there is a new feature - PERMADETH! Now you can enable roguelike gameplay with the red switch... When you do your first death ends your playthrough!
Download it here: https://gamejolt.com/games/odoomhc/896165
I am an amateur hobbyist coder, with a bit of experience in java/kotlin for android
I'm trying to get into Godot gameDev
If anyone has advice (technical or otherwise) for how to progress from the VERY basics, I am open to hearing it.
I managed some bed-coding this evening on #pachac. Skelebobs are moving now and pips are being eaten. I'm getting more of a feel for the functions I'll need for the game.
Light sources are now independent of player vision and the torches flicker.
There's still some wackiness of being able to see walls as lit when lit from the other side, but the progress feels great here considering how little time I've had to devote since the weekend.
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....