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[DEVLOG] ColdForestRL

A topic by B-cut created Feb 04, 2020 Views: 78
Viewing posts 1 to 1
Submitted

I don't know how to make Devlogs and English is not my first language, so i apologize for any typo/weird sentences.

Presentation

Hi there, my name's Kayla, second year CS student. This is my first time in a Game Jam, also the first time using a Game Engine, also also my first real project i'd say. I only became aware of this jam a couple days ago and personal reasons got in the way in the last days, so today is really my day 1 of making an actual game.


The Game

My game is a little turn-based Rogue-like called Cold Forest. 

I decided to do a roguelike because it seemed like a good fit for me, no complicated physics, no animation, and i can get away with using ASCII instead of actual textures. 

Godot is my engine of choice. At first i thought about using C++ and libtcod/SDL2, but then i realised that there's only so much i can do with C++. Learning a engine would be better in the long term, so i went with Godot because it's very lightweight and entirelly free. I've been liking the engine so far.

My core mechanic is the Warmth system. Every tick(not-yet-determined time measurement) a percentage of your Warmth is lost. Warmth works like an stamina system of sorts, low Warmth makes you slower and less accurate, in the same way, high Warmth makes your movements faster and attacks more accurate. If your Warmth hits 0%, your health starts quickly depleting until you die. There's no limit to how high your Warmth can be. Warmth can be regained by staying adjacent to heat sources(e.g. Lamps or torchs) or by getting fur from dead enemies. Dead enemies can also provide health restoring meat and the fur that drops from dead enemies could be used to improve Warmth retaining.

Other than that, i think i have a really basic rogue-like experience.


DAY 1

Today was kind of a slow day. I only really implemented the basics, textures, player movement and a base to implement the procedural map generation and mob spawning. Warmth isn't a thing yet, but maybe tomorrow i will have a base for it. Collision is also implemented.



I'm concerned about the tiles size, right now i'm using libtcods terminal texture, that's 8x8p. I will probably look into bigger fonts by tomorrow.

I think it's also worth mentioning that i'm following this tutorial: https://github.com/YeOldeDM/lets-godot-roguelike/. It kinda fells like i'm cheating by doing that, but i'd rather save some time instead of bumping around without knowing what to do.

That's it for today, until tomorrow.