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  • 7 Day Roguelike 2019: Card Gameplay

    2019-03-07 in gamedev roguelikes 7drl

    As of tonight you can actually play the cards from your hand. Select a card with the number keys. Most cards require a parameter of some kind. For example the “Blink” card needs to be told which cell to blink into, which you specify by moving a cursor into position and hitting enter.

    before

    After blinking the game shows a glowing orb at your previous location, which fades out after a few frames, just for fun!

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  • 7 Day Roguelike 2019: Card Display, Death Screen

    2019-03-05 in gamedev roguelikes 7drl

    Lots of work on rendering tonight. I made a renderer for the current hand, which can display cards, empty spaces where cards used to be (before they were played), and locked card slots which can be unlocked by character upgrade (not yet implemented!). Deck building and actually playing the cards will come later. I want to have a solid framework for displaying card info to players before I add too much content.

    death

    Also, who doesn’t love a good death screen? Hopefully by revealing the map to players when they die, they will think about alternative choices they could have made which might have lead to them living a little longer. It could also tease at some undiscovered content!

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  • 7 Day Roguelike 2019: Physics and Improved Pathfinding

    2019-03-04 in gamedev roguelikes 7drl

    The most notable feature from tonight is NPCs pre-commit to an action before the player takes their turn. This means the game can telegraph enemy actions to the player, which lets the player better plan ahead in combat.

    a

    When an NPC is choosing where to move, it will avoid cells which either currently contain an NPC, or which an NPC has already committed to moving into. This does mean NPCs will tend to be more spread out.

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  • 7 Day Roguelike 2019: Procgen and Basic Pathfinding

    2019-03-03 in gamedev roguelikes 7drl

    I configured WFC for generating spiky caves. Much like staring at clouds, I often recognise shapes in the generated levels:

    1 2 3

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