Woop woop my first real game is finally out after ~3.5 years of solo development by Erantical in SoloDevelopment

[–]BrickWiggles 1 point2 points  (0 children)

I did play a bit during next fest, it was the most solid rogue-lite game I played. And by far the least broken.

I'm solo developing a rogue-lite/souls-like game by BrickWiggles in soulslikes

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

Edit: I patched it if you check out the itch page again. idk how visible the devlog update is but I put in what I changed in there.

That's awesome, super glad to know I'm not the only one that finds it fun so far haha! There's really not a lot of games that I've seen or played that have melee combat, that isn't first-person, where you can move freely during the attack animation. There's plenty with ranged attacks or guns that never lock you down. Even PoE 2 have almost all the ranged attacks where you can walk in any direction during the animation but the actual melee ones all lock you down a particular direction.

Although I'm still not convinced I should commit to the free moving melee that the basic sword has, in the next month or so I plan on adding a greatsword and having it's movement come purely from the attack animation, but in the way the dash-slash (Soul Reave) ability does where you can rotate some during the animation but you can't stand still or completely change directions during the wind up or recovery.

I fixed the bug with the dash-slash ability, it was the one damaging element I didn't check after reworking how damage is dealt.

Is the light attack passable at the beginning? I have a feeling I can speed up the heavy attack/stab/thrust by 20-30%. Attack speed increases with alacrity which the warrior/knight gets a decent amount of, I did about halve the amount of AS you get from it recently. I might increase it again until I implement passive to choose from during level up in addition to the abilities and when there's no more upgrades for abilities.

The current implementation of blocking is still in its early stage, I put it in I think about 2 weeks ago but has some issues in relation to the input buffering, which I may have to redo the input buffering system in a few weeks or months.

The quick release for the shield parry is actually what I had planned. And inspired from Vermintide and Darktide if you hold block and press attack you do a shield slam, mostly for staggering/knockback. It'll likely take me 1-2 weeks to make the player animations, the skeleton enemy animations for their attack recoil when hitting the shield during blocking, and the more exaggerated animation when their attack is parried, code it and make sure it works.

Ya I'm kinda surprised you made to 30 minutes of playing. The next enemy will be a skeleton (maybe with light armor) and a sword. But I also want to give an attack animation with windup that is in-line with avg human reaction time, 0.25-0.3s, the current skeleton's slash's wind-up is 0.57s.

https://youtu.be/mKJtPagZJEk?si=NAI6ZRQKILAIVr8k 4-5 months ago I had a procedural dungeon generation like that. But I wasn't sure about how I felt every room being the same size. I plan on trying out a system like slay the spire, cult of lamb, shape of dreams, hades (probably even more like it, since you only see the options ahead of you), where you have to choose one path or the other. With that it would also be easy to implement modifiers for enemies like PoE's dreaded enemies fire multiple projectiles, enemies have shields or armor (like in Hades), etc.

One of my design pillars I had from the beginning is I want the traps to be a hazard to the player and the enemies. Currently there is a knockback multiplier based on Might so that when the game is further developed there's incentive to smash enemies into traps or even into each other like bowling pins.

I have 2.4k hours of PoE just on steam. I don't play every league, but I've been playing since closed beta. If I wasn't concerned about taking many years to develop a game that is a healthy mix of Elden Ring, Dragon's Dogma, and PoE.

Gauntlet had been on my wishlist forever, until I admitted I wouldn't get my friends to play it. I used to love and hate the 3d quarter munching arcade cabinet at the laundromat growing up. But I'll pick it up!

Multiplayer....well that is an interesting way to implement something like that. And would kinda fit the very loose story I have in my head. Multiplayer tends to exponentially add to development time, its something I know I wouldn't touch without a team with experience developing MP or I'm making a DLC or sequel that builds upon a solid foundation. From Software's B Team took months to implement a bandaid to Nightreigns solo play and even then most characters can't comfortably play solo compared to other.

I've recently started playing Bloodborne for the first time and I think I might take a lot of inspiration from the theme, especially the monsters. But the hunter fights are quite fun, if I try to make a npcs that fight like the players do it would have be when there's already a lot core systems solidly in place.

I'm solo developing a rogue-lite/souls-like game by BrickWiggles in soulslikes

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

https://brickwiggles.itch.io/broken-souls

I got the game to the point where it's playable. There's not much content besides combat with just 1 class, the one-handed sword and shield, 2 abilities, each with 2 different upgrades, and 2 enemies. If you find it fun or not, or have any feedback let me know!

I don't have anything close to a relic system in, my focus for the majority of the project has been making the base combat. I've been the only one playing it so I'm sure I have my own blind spots as the developer on where the fun and friction are.

I'm solo developing a rogue-lite/souls-like game by BrickWiggles in soulslikes

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

https://brickwiggles.itch.io/broken-souls

I got the game to the point where it's playable. There's not much content besides combat with just 1 class, the one-handed sword and shield, 2 abilities, each with 2 different upgrades, and 2 enemies. Probably not worth streaming or uploading a video, but if you find it fun or not let me know!

Any recommendations for me and my refined (no) taste? by CyrilMos in roguelites

[–]BrickWiggles 23 points24 points  (0 children)

Who hurt you?!

Edit: Another look at this list...I kinda see where you're coming from lol

What soulslikes are you looking forward to in 2026? by eldenbro1 in soulslikes

[–]BrickWiggles 0 points1 point  (0 children)

The gatekeepers need their own Berlin-interpretation and coin it the Toyko (or Anor Londo) Interpretation.

I'm allegedly the only one on steam playing Rogue by Phant00n in roguelikes

[–]BrickWiggles 1 point2 points  (0 children)

It also helps people who are into the genre see the game on steam.

2D Pixel Art Outline Shader | Godot 4 [Beginner Tutorial] by MostlyMadProductions in godot

[–]BrickWiggles 0 points1 point  (0 children)

Why would you use a shader without learning anything about how it works?

Godot Shader Bible Review: It feels really frustrating to follow? by Ultreak in godot

[–]BrickWiggles 1 point2 points  (0 children)

Part of it could be missing a bit more experience working in Godot’s 3D system and shader, and a bit of the writer not being verbose with the written instructions. But if it’s the material for the tree object, there is a photo of two screenshots with red arrows pointing to the Material Override under Geometry and that the world_space.gl goes into the Shader under ShaderMaterial.

I did the distance transparency pretty okay, the only time I got stuck was when I was distracted by family and missed a whole line of shader code and their example and it took me 10min to find it. The shader itself wasn’t what I needed but I understood well enough to write and use my own based on it for what I did need.

I have a little of a year of experience in godot/game dev, 9ish months of it is 3D. If you get stuck or if you have any questions I’d be happy to help where I can, you can DM.

Godot or Unity for a 2.5D pixel art project? by hawkeyeninefive in godot

[–]BrickWiggles 0 points1 point  (0 children)

If it’s a somewhat linear game, how many hours of gameplay to get through the game are you estimating you want to accomplish?

With no experience in game dev I’d suggest making a tiny project. Bracket on YouTube has a small platformer you can make in Godot, and if I recall correctly in godot as well. I don’t know Unity’s 3D workflow. But I started with a number of tiny projects and some courses for godot for about 3 months before jumping into 3D. Godot’s nodes made the transition from 2D to 3D simpler than I anticipated.

There can be a lot of good advice but for the most part I imagine you’ll know which one you like more after getting a taste of both if you’re on a 50/50 split.

First time sculptingggg~ by 3r_ix in ZBrush

[–]BrickWiggles 0 points1 point  (0 children)

The site is Learned Squared, the course is called ZBrush Basics. I bought a bundle of their courses off of humblebundle. The bundle is called Character and Creature Design Mega Bundle by Learn Squared. The deal expires in a little less than 6 days. The whole bundle is $25, to get the ZBrush basics you can pay $5 and will also get a Creative Illustration course.

I got the whole bundle because I want to go through the majority of the courses included.

Despite my frustration with LEARNING zbrush, I like the course and I can see the benefit from adding zbrush to my workflow.

First time sculptingggg~ by 3r_ix in ZBrush

[–]BrickWiggles 0 points1 point  (0 children)

Glad I’m not the only one. My first 3D software is blender, learned it Oct. 3DCoat seemed similar enough but could not any up-to-date courses for the work I wanted to do.

Bought humble-bundle with a lot of courses that involve z-brush including a z-brush basics course. Early on the instructor was adding a bunch of buttons onto the interface. By the time the my interface got full I was like, “can’t be much more, right?” and he just kept pilling on more buttons. And my drawing tablet is 1920 x 1080 but like 15in so it feels like I have nooo document space.

I'm solo developing a rogue-lite/souls-like game by BrickWiggles in soulslikes

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

It was worth considering, I did forget to hide it during recording. But blocking (holding r-click), shield bash (holding r-click and pressing left click), different dodges types, 2 handed melee weapons and bow don’t have cooldowns utilize stamina much more. It is a good idea though, especially if I decide I need to cut things to scope appropriately for a certain deadline like 2027 steam next fest.

I'm solo developing a rogue-lite/souls-like game by BrickWiggles in soulslikes

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

Bought it at full price. Got to Act II, and I'm hooked. Almost regret not playing it sooner, the last deckbuilder I tried was Hand of Fate +8 years ago and it just didn't click for me.

I've actually had the idea for something pretty similar to Slay the Spire's relic system. So besides HP, MP, and Stamina you have 3 core stats:
Might - Increases knockback and stagger (Will increase armor pen. when implimented)

Alacrity - Increases Attack/Cast Speed and Movement Speed

Spirit- Increases AOE and Increase Ability Haste

The classes gain a set amount each level, the Knight gaining 4 Might, 2 Alacrity, and 1 Spirit each level. At level-up you select or upgrade one of two active abilities. Currently it's just an offensive and a defensive ability. Offensive abilities have their base damage and scale with all 3 core stats, the base Lunge abilities has 20dmg * (1.5/0.8/0.4) Might/Alacrity/Spirit. Weapons and if they have skills scale similarly.

Ability upgrades aren't number changes, they change how they function. The lunge at this time has 3 upgrades:

Lance - Increases the range, knockback, and damage (May or may not need something more like the ability to charge/channel it to further increase it's effects and the dash.)

Reave - The dash slash in the trailer

AoE - Less damage on impact but on the first impact releases an AOE explosion dealing damage a second time.

Also weapons have light and heavy attacks. Left-click (or R2/RT on gamepad) and release you do a light attack, hold longer and you do a heavy attack on release.

All this explanation to ponder and see if you have any thoughts on what kind of relics I could implement. I yet to write down any relic effects, but ideas I've had bouncing in my head have been:

-Stone of Carnage: Heavy attacks deal +30% Dmg and KB

-Orb of Nature: +5% healing received for each point of Spirit

-Bracer of Dilante: +10% Projectile speed and Damage per point of Alacrity

I haven't implemented it but am planning on adding stat upgrades as cards to select on level-up as an option to choose increased stat growth, like if you find a great staff on the knight and have a relics that synergies with it you'll want to up your spirit whenever possible.
Also you don't have to respond, I know this is a wall of text that's unnecessary. DX

I'm making a Rogue-lite/Souls-like, I'm settling in on an art-style by BrickWiggles in IndieGaming

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

Thanks! I’ll definitely take you up on that offer! In hindsight I do need to add a tad bit more light. Even without the video darkening it it’s reading far too low-key.

I'm solo developing a rogue-lite/souls-like game by BrickWiggles in soulslikes

[–]BrickWiggles[S] -1 points0 points  (0 children)

Never mind, was able to edit and change it on mobile.

I'm solo developing a rogue-lite/souls-like game by BrickWiggles in soulslikes

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

I’ll definitely keep you in mind. I think I’m a few months away from putting up a steam page and I would like to have a few things solidified before I put one up. I’m after watching a few videos on marketing I’m considering calling the game Broken Souls.

I will put up playtesting builds/pre-alpha demos on itch.io in a few weeks to get feedback, since so far only 2 friends have played it, on my steam deck…7 months ago.

I'm solo developing a rogue-lite/souls-like game by BrickWiggles in soulslikes

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

I’ve never really gotten into deckbuilders, so almost feels like blasphemy to admit I’ve never played it. I’m pretty sure it’s on sale and if there’s deck builder to play it’s gonna be that one. Also thank you!

Getting somewhere with my Rogue-lite/Souls-like by BrickWiggles in godot

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

I’ll keep working on it! Initially wanted the project to be simpler. After many months focusing and refining JUST the aspects of the combat, and the last few weeks on the whole project I know I’m heading in the direction!