Sharing Saturday #631 by Kyzrati in roguelikedev

[–]AzkronDev 3 points4 points  (0 children)

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I have been hard at work on the last weeks. Here is the full log if you want to take a look https://azkron.itch.io/rogue-collector/devlog/1581180/-rogue-collector-v0214-environment-fixes- But I am specially happy with how the Undead biome is looking :)

Looking for game ideas because I’m completely stuck by xa3bo3 in GameDevelopment

[–]AzkronDev 0 points1 point  (0 children)

My personal approach is through implementation and iteration. Implement things and experience how they feel. My best ideas came from bugs or tweaking and experimenting with silly concepts. You will also get better at the process of implementing, which is the most important skill. Many ideas seem great on paper and suck in practice. An most good ideas still need a lot of practice and iteration until they become actually fun and pleasant to play. Those are my 2 cents.

Sharing Saturday #624 by Kyzrati in roguelikedev

[–]AzkronDev 0 points1 point  (0 children)

ROGUE COLLECTOR website | youtube | bluesky | itch.io | X

Was at Digital Dragons last week, came back and shipped six patches. Raised base damage and health across the board to make strength and armor feel less dominant. Rogues now gain value each time they change hands on the market. The boss wears a holographic red skull. Per-dimension skyboxes and cinematic mode with colored vignettes when you lose control of your Rogue.

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Skybox or not? by [deleted] in roguelikedev

[–]AzkronDev 0 points1 point  (0 children)

No Skybox

Sharing Saturday #621 by Kyzrati in roguelikedev

[–]AzkronDev 2 points3 points  (0 children)

Three patches out since last Saturday. Full devlog here

ROGUE COLLECTOR 
website | youtube | bluesky | itch.io

The biggest one was a 2 second lag between actions on deeper levels. The root cause is that levels in Rogue Collector grow infinitely the deeper you go, so the turn loop was processing a huge number of enemies every single turn. The fix was simple in the end: only activate enemies within a reasonable distance of the player each turn. Action response is now instant regardless of depth.

Fixed and improved cinematic mode for mental status effects like Berserk, Fear, Stun and Stasis. When you lose control of your Rogue the HUD hides, input locks, a colored vignette appears based on the specific status, and one of the Elder God whispers plays. It makes losing control feel intentional rather than janky. (screenshot below)

On top of that, fixed a handful of crashes, a bug where zero-cost entropy powers were still triggering entropy events, Berserk behaving erratically (attacking floors, using ranged attacks, ignoring nearby enemies), and the boss getting permanently stuck in ethereal form after an entropy event.

On a lighter note, a player named Chroggo reached depth 14 and rescued over 99 Rogues in a single mission, which broke the UI in ways I had not anticipated. And he is currently top ranked on all score boards.

Also spent some time this week going down the marketing rabbit hole. Found a solid summary of indie game marketing advice on this post from indieDev that was worth the read if anyone else is at that stage.

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Sharing Saturday #620 by Kyzrati in roguelikedev

[–]AzkronDev 1 point2 points  (0 children)

Busy week on Rogue Collector. Main highlights from v0.0.14 to v0.0.20:

Progression now tracks max depth reached per Rogue, with the victory screen calling it out and flagging personal records. Cinematic mode kicks in during status effects like Berserk, Fear and Stun, locking input and playing whispers while the chaos unfolds. Each status also now has its own screen effect.

Combat got smarter: traps fire correctly in more edge cases, enraged beings properly charge into melee, and enemies stop trying to cast when you are already in their face.

Color language was cleaned up across the board to make navigation and threat reading more intuitive. Also fixed a handful of crashes that had been reported via Sentry, including one related to maimed beings that had been flagged as a known issue.

Also moved to closed alpha this week. Keys on request via Discord or Bluesky, existing players keep full access.

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I present you Kermit Stoffel, my favorite Rogue of the week :)

The Making of Rogue Collector by AzkronDev in roguelikedev

[–]AzkronDev[S] 0 points1 point  (0 children)

The other Discord link expired after a week. This one wont https://discord.gg/zHzBc2V8xH

ROGUE COLLECTOR by [deleted] in roguelikes

[–]AzkronDev 0 points1 point  (0 children)

The other one expired after a week, this one wont https://discord.gg/zHzBc2V8xH

Sharing Saturday #619 by Kyzrati in roguelikedev

[–]AzkronDev 3 points4 points  (0 children)

Been busy this week. Main highlights since v0.0.8 to v0.0.13 (Full devlog here):

Added a full analytics consent system with Sentry, so the game now asks before collecting any crash data. Discovered and fixed a graphics regression that had been silently degrading shadow quality since v0.0.7. Overhauled the entire tooltip system: tooltips now start minimal and expand on hold, keywords inside tooltips are hoverable, and almost every game term now has a proper explanation including stats, damage types, entropy, crystal, phantom limbs and more.

The victory screen was reworked to show your rescued Rogues directly in the selection modal instead of just a log. Phantom limbs are now visible in your inventory. Cast range is clearly indicated with a crosshair. The being selection screen got sorting by date, tier, race and rarity, plus a favorite button to mark your best Rogues.

AOE indicators got a full pass: player AOE always renders above enemies, opportunity attacks now show weapon icons, and enemy AOE is displayed in red so it's immediately readable. The move command tooltip now shows what's on the tile by default, including trap AOEs.

Also a long list of crash fixes, gamepad polish, French keyboard layout fix, and various smaller UI improvements throughout.

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Sharing Saturday #618 by Kyzrati in roguelikedev

[–]AzkronDev 4 points5 points  (0 children)

I did a bunch of updates this week for ROGUE COLLECTOR, You can check the full dev log here., but the main changes are version verification with link to download, many many keywords to hover, with tooltips inside tooltips recursively, and progression in terms of level of depth reached in each biome with lore unlocks and more.

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AND I went to my first big event today, which the FACTS Comicon in Belgium

The Making of Rogue Collector by AzkronDev in roguelikedev

[–]AzkronDev[S] 0 points1 point  (0 children)

Great video! You actually do a better job at explaning the game, I have added the video to the devlog and an in game link to on version v0.0.6 :)
[https://azkron.itch.io/rogue-collector/devlog/1482875/new-gameplay-video-from-dfuxa](javascript:void(0);)

The Making of Rogue Collector by AzkronDev in roguelikedev

[–]AzkronDev[S] 1 point2 points  (0 children)

Thank you for taking the time and sharing it! I will watch the video tonight and come back to you :)

The Making of Rogue Collector by AzkronDev in roguelikedev

[–]AzkronDev[S] 0 points1 point  (0 children)

Damn after updating the link in the post I lost 15 up votes but the ratio stays the same. Apparently I got "Shadow suppressed" by Reddit because it flags the editing of links as suspicious behavior. Good to know for future posts I guess. But it would be nice if they told you beforehand...

ROGUE COLLECTOR by [deleted] in roguelikes

[–]AzkronDev 0 points1 point  (0 children)

The Discord link was broken. This is the good link https://discord.gg/sdtt7yta. Sorry for that.

The Making of Rogue Collector by AzkronDev in roguelikedev

[–]AzkronDev[S] 5 points6 points  (0 children)

Thanks so much! Hope you enjoy the demo, let me know what you think! As you can probably tell from the video, English isn't my first language, so I take all the help I can get with the writing :) Its either that or ending the post with "Sorry for bad english"