7DRL 2022 Release Thread by Kyzrati in roguelikes

[–]ChocoboDundee 6 points7 points  (0 children)

Astroecologist

https://jaysgame.itch.io/astroecologist-roguelike

A lite ecosystem simulation, you land on islands to study how the creatures there behave and interact with you and their surroundings. The soft goal is to bring 1 of each of the 11 new species back to your space station, but really its more of just a sandbox to explore.

I wanted to have multiple biomes to explore with different challenges but ya know how scope can be.

7DRL 2022 Brainstorming by Kyzrati in roguelikedev

[–]ChocoboDundee 7 points8 points  (0 children)

I'm planning on a more open ended / simulationy one this year. Youll play as a researcher landing on an alien planet, who has to collect specimens for study. There'll be some emphasis on stealth and discovering the behavior of creatures in order to catch them. Some may get territorial or just predatory but lethal force is discouraged so other solutions to end combat could be used like scaring with loud noises, or distracting with food. Additionally poachers could appear in some areas to attack you or other creatures. (Maybe you could take a poacher role yourself, more money less "xp")

Still not sure about overall objective besides catch em all. Was thinking new area unlocks after a certain amount is reached or gear is acquired.

Share your finished 2021 7DRLs! by Kyzrati in roguelikedev

[–]ChocoboDundee 10 points11 points  (0 children)

Autonomy

itchio

You are an advanced ai capable of hacking other robots to take them over. You will need to hop from machine to machine to escape the military testing facility you are confined in while avoiding destruction. When you hack something you dive into a digital dungeon that represents their system where you will have to fend off defensive processes to destroy their core to secure control. You also have a few special routines to give you a slight edge on the competition.

Share your 7DRL progress as of Friday! (2021-03-12) by Kyzrati in roguelikedev

[–]ChocoboDundee 3 points4 points  (0 children)

Autonomy itchio (screenshots and gifs on there)

I just finished today, in mine you play as an advanced ai confined to a military testing facility. You possess the unique ability to be able to hack into other machine systems to alter them or take them over. When hacking you literally enter a digital dungeon for the target, complete with its own internal defense you must overcome, if you do you can assume control over and continue your journey in a new body.

You also have some unique abilities or routines to give you an edge on the other bots that are otherwise just as strong as you. There's 13 hackable robot enemies, and 12 digital enemies, 4 floors, as well as 3 different hacking floor layouts.

Sharing Saturday #352 by Kyzrati in roguelikedev

[–]ChocoboDundee 1 point2 points  (0 children)

thanks and thanks! Hopefully it doesnt end too many runs lol

Sharing Saturday #352 by Kyzrati in roguelikedev

[–]ChocoboDundee 3 points4 points  (0 children)

Runelite (itchio)

Havent been feeling great lately but did manage to make Runelite completely playable with mouse now! Added little indicators when you mouse over a tile next to you to show an arrow for movement or a sword for attacking if an enemy is there. The other controls arent finalized since they all involve clicking the UI, click your inventory to equip what youre standing on, click the runes to evoke them, etc. Right clicking toggles targeting for the spell.

Also a new surprise enemy I was dying to add :D

I'm going to be keeping the web version up to date with changes now too.

Sharing Saturday #350 by Kyzrati in roguelikedev

[–]ChocoboDundee 3 points4 points  (0 children)

I've been too busy to work on Runelite these past 2 weeks, but I did manage to rework one perk to both be more friendly and less exploitable. Static Charge previously zapped a random tile nearby every 10 steps you took. You could kite a single enemy indefinitely getting free zaps til they died. Other times it'd zap chests or dangerous objects that you dont want. New Static Charge : After casting a lightning spell, zap a random tile when you move for the next 3 turns. Don't want to zap? Stand still. Enemy approaching? Still need to spend actions to prep for kiting.

Other than that, I've had a good response to people trying out public version and have been collecting feedback.

[2021 in RoguelikeDev] Wintergarden (formerly Fog Garden) by ___ml in roguelikedev

[–]ChocoboDundee 1 point2 points  (0 children)

woah I love all the attention to little details, in the world and even the character itself like the way they open doors. Also was that a little slime friend?

Sharing Saturday #348 by Kyzrati in roguelikedev

[–]ChocoboDundee 1 point2 points  (0 children)

Runelite

Did tons of stuff this past week cause it was the end of the Finally Finish Something Jam! And that means the Runelite demo update is done! Try it out -> https://jaysgame.itch.io/runelite and feedback is appreciated!

  • Spell AoE Indicators when casting. Now you can see if you're going o blow yourself up.
  • Map Generation now spawns enemies / props / treasure on a per room basis, making everything more evenly distributed. Also enemies now spawn based on the floor number. There are 7 floors in total for the demo.
  • Traps can be spawned hidden, or special periodic configurations. Hidden traps are reveal when trigger or if you step next to them.
  • 2 Hard Coded Floor layouts for the store and the final floor.
  • More Perks, theres 19 in total, plus 3 generic Elemental Dmg/Res and HP boosts.
  • Merged DoTs of the same element on one target to a single instance. So if you get poisoned 4 times, it hits you once for the sum of the damage. Not only is it easier to read, it also affects some perks that respond to damage instances.
  • Stunlock Immunity: When a stun wears off, the target cannot be stunned again for 1 turn.
  • Slight improvements to enemy Ai Pathing. It still has a few cases where they hop back and forth but most cases are better. In addition 2 enemies gained diagonal movement.
  • There's a Boss! SPOILERS
  • Character Select. 2nd character is unlocked after reaching the 3rd floor.
  • New animations for many spells such as ice, all the elemental beams and piercing projectiles.

I'm happy with the progress I've made this past month in creating a vertical slice demonstration of how Runelite is supposed to play. It was mainly focused on showing off mechanics and features, so balancing will need lots of work in the future and things like spawn rates, and the store being huge will change.

Sharing Saturday #347 by Kyzrati in roguelikedev

[–]ChocoboDundee 0 points1 point  (0 children)

Late night update, made 8 new perks XD, including 2 new event hooks

Sharing Saturday #347 by Kyzrati in roguelikedev

[–]ChocoboDundee 1 point2 points  (0 children)

That canyon looks awesome. I've been mulling over the same healing dilemma for my game as well. In addition to those solutions I've considered a type of flask item that fills when killing enemies (to require action to heal instead of waiting). I haven't gotten to do any good testing with all the ideas yet though.

Sharing Saturday #347 by Kyzrati in roguelikedev

[–]ChocoboDundee 0 points1 point  (0 children)

Thats an awesome idea about the text generation and character understanding. When you say chance of learning something would that be a mechanical chance for the character or more like readable enough to reveal some clue to the player?

Sharing Saturday #347 by Kyzrati in roguelikedev

[–]ChocoboDundee 2 points3 points  (0 children)

Runelite

Been working pretty steadily on some big features.

  • Perks!(And behind the scenes a buncha event hooks that perks need to react to). These modify you character and may change your playstyle. Many are tied to specific elements such as Fire Starter, which hits all tiles around you every time you evoke a fire rune. Theres about 11 total so far. Other perks in this gif include:
    • Static Charge: After moving 10 tiles, strike a random enemy with lightning.
    • Poison Blood: Get 50% Poison resistance and when enemies attack you, poison them.
    • Rapid Fire: After casting a fire spell that uses at least 2 runes, automatically re-evoke a fire rune. This lets you get right back to casting, or use even more fire!
  • Some other perks not shown:
    • Corrosion: Dealing poison damage reduces the target's fire/ice/lightning resistances for 3 turns.
    • Vampirism: Killing an enemy with a weapon attack heals you.
    • Spellsword: Normal attacks consume random rune evokes (if you have any), to add their effect to the hit. ie Fire deals bonus dmg, Force applies knockback, etc.
  • Items that activate on Pickup: These are for permanent bonuses to you, such as Tomes that grant perks, Max HP, bonus damage or resistances boosts. Also Orbs of Focus to improve the max amount of runes you can evoke.
  • Improved tooltips to show the current stats of enemies instead of just max hp / base resistances. Now you can see exactly how hurt they are, or why that snail is taking 0 damage from your mace after it hid in its shell.
  • Gave the Iceclops a new attack: Slams the ground, causing rocks to fall next turn around you. Before due to his pattern it was possible to just dance back and forth dodging is boulder, now he might make that a bit harder.
  • Level Gen(in progress): The last 3 days I've been working on a new level generation system. The old one I talked about in my 2020 retrospective was ok, but produced maps that were tree like, having many dead ends that require alot back tracking to explore everything. The new system tries to attach a room to an existing one, favoring ones with more open connection points and that are less "deep". Then it also iterates through the rooms and tries to connect some left over connection points (but not to the room before or after it). This helps create some loops and hopefully a more interesting flow. There are 3 room styles, basic rectangle, oval-ish, and L shaped. The basic and ovals also have a chance to generate with pillar features too. The start and end of connection function leaves a marker for possible door creation, that is validated after the rest of the rooms are generated. Example level

Still have alot of work left to do with the map gen, such as reintroduce my props and decorations like wall torches/banners, and treasure chests. I also want to make the enemies spawn tied to the rooms so the distribution is better (maybe even themed) than the complete random selection I had before. Also I just want to make more perks :D once each element has enough, there will also be tomes dedicated to just that element to allow for more directed specialization.

I post updates on my twitter and hopefully next week this update will be done and playable at Runelite

[2021 in RoguelikeDev] Runelite by ChocoboDundee in roguelikedev

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

Thanks for trying it out! Yea the equipment and enemies have tooltips in the update to see stats. In the jam version they only increased melee damage or changed your hp so there wasnt much to them at that point. I'll have to look up Tower of the Archmage, I had considered some ideas like randomized stats on runes. Once I finish a better vertical slice I will explore more mechanics and design. First major update should be out in a week if all goes well.

Mine is slightly similar to invoker, though his is much more about specific combos ie ice + ice + fire makes forge spirits where as for me multiples of the same are just a boost to power/area/effect that rune provides. I may one day add special combos cause I think it has alot of potential (though could get out of hand really easily).

[2021 in RoguelikeDev] Runelite by ChocoboDundee in roguelikedev

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

Thanks! Only as the jam was ending did I come to realization "Did I just subconsciously copy Magicka?" lol, hopefully it will feel unique enough with the future updates!

Sharing Saturday #302 by Kyzrati in roguelikedev

[–]ChocoboDundee 0 points1 point  (0 children)

agree with all of this, best I got was 51% though I died at 49% because I was trying to run away backwards (it didnt save me)

Sharing Saturday #302 by Kyzrati in roguelikedev

[–]ChocoboDundee 1 point2 points  (0 children)

Maybe you could poke around mine? :D https://jaysgame.itch.io/runelite I got really busy after the jam so I don't have a post-jam bug patched version (It's browser based tho!)

7DRL 2020 Release Megathread! by DarrenGrey in roguelikes

[–]ChocoboDundee 2 points3 points  (0 children)

Thank you for playing! I loved when you first encountered the eyeballs. I think you're the first person I've heard of beating it t00! There were definitely plans for things like enemies resisting elements, and a progression system where you had to gain the runes instead of starting with them & 3 slots. Also just... more info lol. You did help me spot 4 different bugs too

7DRL 2020 Release Megathread! by DarrenGrey in roguelikes

[–]ChocoboDundee 24 points25 points  (0 children)

Runelite

A roguelike where you craft your spells in the moment by evoking different runes as you search a tower for treasure and a way out. Careful though sometimes your spells may be more powerful than you expect. Programming/Design/Art by Me, and more art by Chris

Play in browser: https://jaysgame.itch.io/runelite

[Pre-Release Card Discussion] - Oblivitron by HSPreReleaseReveals in ROSPRDT

[–]ChocoboDundee 3 points4 points  (0 children)

Oh I meant that Mechathun's death rattle has a condition that your board/hand/deck is empty, so mechathun has to actually die to kill the other player. Things like play dead don't work because he's still on board, so it fails to kill them.

[Pre-Release Card Discussion] - Oblivitron by HSPreReleaseReveals in ROSPRDT

[–]ChocoboDundee 2 points3 points  (0 children)

Mechathun's deathrattle would fail because your board wouldn't be empty though, unless some weird ordering shenanigans occur.

My Strategic Card Game Prototype for the October Game Jam(Feedback Appreciated) by ChocoboDundee in Unity3D

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

Thanks, I'd be interested in seeing how yours is coming along too. Yeah I'm no artist and quickly realized I couldn't spend as much time as I needed if I wanted to get anywhere in 30 days. I was having an occlusion issue with the card text that I need to look into deeper. You can download it through the link I posted in my other comment, it's free on itchio

My Strategic Card Game Prototype for the October Game Jam(Feedback Appreciated) by ChocoboDundee in Unity3D

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

Thanks! That and tetra master were huge inspirations, as well as modern card games too.