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GreedyRogue DevLog

A topic by gruebite created Mar 05, 2022 Views: 756 Replies: 12
Viewing posts 1 to 10
Submitted (2 edits)

Hey all.  I'm gruebite and this is my 7DRL entry: GreedyRogue (loosely inspired by the BSD game "Greed").  This year I'm going for a more traditional idea: cavern, dragons, treasure, escape.   I'll post the bigger progress updates here.  Anyway, here is the idea:

Story

You play as a Rogue looting treasure from a Dragon's Lair under a volcano. You've picked a time when the Dragon is out terrorizing the local village. Unfortunately you didn't anticipate there being Dragonlings. But you're greedy and anxious, and continue anyway.

Mechanics

Play centers around managing the Rogue's health and anxiety in a dynamic environmentAnxiety is constantly increasing, and must be managed by collecting the limited treasure throughout the lair.  Health can be lost in traditional ways, and is difficult to recover.  The goal is to collect as much treasure as you can, and book it for the exit.

The lair itself is dark, and there will be some light play.  Lava rivers and pools provide light, as well as dragonlings, and your candle.  Objects close to light can be seen, objects farther outside the radius will be vaguely recognizable.  The lair is also dynamic:  Stalagmites you can push to kill dragonlings, or create bridges over lava;  Boulders to push;  Earthquakes creating falling hazards, closing and opening chasms.

Dragonlings will initially be asleep, but more will wake up the more treasure is collected.  Dragons move randomly, breathing fire (which melts treasure), and will pursue you if they see you.

This is a very rough mock-up of the lair:

Good luck to everyone!

Submitted

Nearing the end of day 1 and I've made pretty good progress.  Here's a list:

  • Basic dragon lair generation.  It has an open center, lava rivers, lava pools, gold piles, and rocks.
  • Static and dynamic light.  Lava emits static light after generating the lair, the player and dragonlings emit dynamic light.
  • Turn system.  Very basic, you move, others move.
  • Basic stats.  Health and anxiety can delete you (nothing else happens).  Anxiety steadily increases, health goes down when walking over lava.
  • Gold pickup.  Restores anxiety.
  • Wandering dragonlings.  Right now they just emit a small amount of light and walk randomly.
  • Rocks and bumping mechanics.  You can push rocks over lava to fill it in.

Here's a few screenshots:


...


Building a bridge of rocks.
Deleted post
Submitted

Thanks :)

Submitted (4 edits)

Just over day 3.  A large part of day 2 was spent making the systems more robust to expand, so there wasn't too much to show.  Here's a list of changes over the past 2 days:

  • Built a system of interacting components: objects on the ground trigger pitfalls, fire destroys certain materials, things can interact with others selectively like a dragon can topple a stalagmite, rocks can put out fire, etc.
  • Added simple animations, mostly particles and flashing.
  • Added bumping combat.
  • Fleshed out dragonling AI a bit.  They sleep and breath fire, etc.
  • Added simple escape/death screens and death handling.
  • Began adding an artifact item system.  Can choose from random artifacts and upgrade existing ones.

Some screenshots and gifs:

Finding an artifact:

Using jumping boots to cross a lava river:

Fire and dragons:



Submitted (3 edits)

Approaching day 5.  I have spent a lot of time keeping systems organized by following an implement / refactor cycle.  Here are the list of changes since the last update:

  • Refactored the interacting systems into a something much more extendable.
  • Implemented three additional denizens of the lair, excluding the dragonlings.  There's one I'm particularly fond of.
  • Improved general UI flow and consistencies.
  • Added 19 unique artifacts.
  • Improved feedback by adding effects to certain actions and events

Here's a brief snippet of game play using a power bracelet to remove fire by throwing a rock.


Submitted (3 edits)

Hey all.  Just under 20 hours left on the project and have set up an itch page.  There have been quite a lot of changes and polish, and still more to do, but it's in a fairly playable state I think.  Some high level changes: 

  • Added level transitions and 2 more chambers to go through, each with a different layout and different enemies.
  • Added 6 more artifacts and improved the existing ones.
  • Added 1 more elemental.
  • Added more interactions in the environment, improved the existing ones.
  • Made UI and quality of life improves.  Artifacts that don't charge, don't have a charge bar.  Artifacts that don't level, don't have a level.
  • Minor tweaks and balancing.

Here's the link! https://gruebite.itch.io/greedy-rogue

I always enjoy your entries. Looking forward to streaming it!

Submitted

Thanks, TigerJ!  I look forward to watching. :)

Submitted

What made you decide to remove the source code? I was looking forward to taking a look at it.

Submitted

Here it is: https://github.com/gruebite/GreedyRogue

Submitted

Thanks for making the code available. I wasn't sure how to procedurally generate a level in godot so I wrote my own engine. Is rlgd something you wrote?

Submitted

Yep.  It's a small Roguelike toolkit.  It comes with a node to manage turn-based actions and animations.  If you're curious about the dungeon generation, check out the `walker.gd` script in `rlgd`.  I use a specialized random walk where I can carve arbitrary patterns and ensure connectedness by keeping track of key points: edges, open areas, tagged tiles, etc.  `systems/generator_system.gd` utilizes this in a large function, haha.