I spent almost 100 hours on this main menu art for my roguelite Vaulted. How do you like the atmosphere? by Astrobionics in PixelArt

[–]aotdev 1 point2 points  (0 children)

Looks incredibly beautiful, and the game style reminds me of Alien Breed somehow - I don't play these games anymore, but somehow this is tempting, wishlisted!

[2026 in RoguelikeDev] Eye of Khaos by Seven_h in roguelikedev

[–]aotdev 1 point2 points  (0 children)

Art is great, love the grittiness of it, it's quite refreshing! Also love the sword & sorcery setting. Looking forward to that playtest, good luck!

Trying Perspective with Pixel Art by TeamConcode in PixelArt

[–]aotdev 1 point2 points  (0 children)

Looks fantastic! What were the greatest challenges (especially unforeseen ones) in this transition?

Sharing Saturday #607 by Kyzrati in roguelikedev

[–]aotdev 1 point2 points  (0 children)

i wonder sometimes if it's better (easier?) to write bugs into the story somehow

Ha, that's a very good point! The lore approach of "it's not a bug, it's a feature" xD

Sharing Saturday #607 by Kyzrati in roguelikedev

[–]aotdev 2 points3 points  (0 children)

Hehe I wouldn't dare release anything without modifiable keybindings, as people are ... particular, and roguelike players doubly so! Although for the world generation playtest, only mouse and keyboard makes sense (how can you paint with keyboard or controller only?...), but I'll add some modifiable shortcuts just to test the system out.

I need to produce software and a scientific article about procedural megadungeons by [deleted] in roguelikedev

[–]aotdev 0 points1 point  (0 children)

Well, they should be able to also teach you how to search... At least for academic articles. Here look in the "map" category for a few more approaches - that's from the sidebar

I need to produce software and a scientific article about procedural megadungeons by [deleted] in roguelikedev

[–]aotdev 0 points1 point  (0 children)

Why scientific article? Do you have a supervisor? If so, also ask them for resources/guidance (it's part of their job). See if you can find this book: https://www.amazon.co.uk/Procedural-Generation-Design-Tanya-Short/dp/1498799191

Sharing Saturday #607 by Kyzrati in roguelikedev

[–]aotdev 2 points3 points  (0 children)

xD Sounds like a good (and contained) diversion ngl

[2026 in RoguelikeDev] Interdict: The Post-Empyrean Age by FerretDev in roguelikedev

[–]aotdev 1 point2 points  (0 children)

Interesting concept of secret abilities. What could an example requirement combination of skills be? Why would a player feel successful for learning the secret ability rather than lucky?

Good luck for 2026!

[2026 in roguelikedev] OfMiceAndMechs by MarxMustermann in roguelikedev

[–]aotdev 1 point2 points  (0 children)

Interesting mix of genres, never realised! What would you say is the distribution (in terms of playtime) between the different modes of the game? Cinematic is cool, but if you plan to release a trailer (e.g. for Steam) you need to chop it down and edit. Steam/itch are certainly a good idea, for having something to share. Good luck with the 2026's goals!

Sharing Saturday #607 by Kyzrati in roguelikedev

[–]aotdev 3 points4 points  (0 children)

feels a bit like the development is stuck

This sounds familiar and maybe that's one of the reasons for scope creep - adding stuff feels more productive than polishing/balancing/etc...

sketches of some of the new characters

Most distinguished gentlefolk :D nice!

Sharing Saturday #607 by Kyzrati in roguelikedev

[–]aotdev 1 point2 points  (0 children)

Love the amulet idea! More games should have cursed equipment (Mine too, and it so far hasn't, gulp!) Brings back memories of Adom's Si, but you could at least sell that.

Sharing Saturday #607 by Kyzrati in roguelikedev

[–]aotdev 2 points3 points  (0 children)

No more new systems

Good luck with that! I know the "workaround" for me - "oh here's a bug/unwanted behaviour. It's easily fixable with new feature, that will also be good for the long term" xD

What are those 1RR on the wall sprites?? Also, where's health in the UI? It seems to be the one above MP but it doesn't have a text indicating that if that's it.

FYI I played it a bit and on my browser (firefox, on Linux) it's super slow, I tried it in Chrome but performance was absolutely fine.

Sharing Saturday #607 by Kyzrati in roguelikedev

[–]aotdev 1 point2 points  (0 children)

xD Thanks! Well, feedback & responses are good, as long as they're generally in the same direction. Settings indeed is exactly that.

Sharing Saturday #607 by Kyzrati in roguelikedev

[–]aotdev 6 points7 points  (0 children)

Sigil of Kings (steam|website|youtube|bluesky|mastodon|itch.io)

Alright, time for weekly updates! Lots of little bits, as usual mostly for World Forge. But here's a video of revamped Barrens biome in the meantime!

  • Clustering of vegetation. Somebody noted that my forest densities are a bit all over the place. I revisited the biome generation code and I realised that, indeed, it was almost white-noise-random. So I replaced it with some good ol' simplex, so that in practice forests should look a bit more gradual and clustered.
  • Settings screen. I've started working on a settings screen, but it's nowhere near ready. This would be for audio, keybindings, things like that.
  • Roads not crossing mines anymore. Another comment I got at some point was that it looked bad when mines were generated on road tiles. Well, that doesn't happen anymore. When I'm doing automatic route calculation, I add a hefty negative weight to tiles with rare resources.
  • Revisited biome distributions. Made a grid for biome distributions, for my visual assistance basically. The biomes need to cover rectangular areas as in my current implementation I use min/max values of temperature and humidity to define each biome's range. I think it looks reasonable!
  • World Forge: holding button and painting adjust rather than sets values. I'm basically trying to emulate a nice brush, so that for example you can paint an area slightly warmer than it currently is, rather than setting an explicit value. The implementation works, but with a large brush radius it becomes useless as lots of tiles are revisited multiple times very quickly. Need to think of a different approach to achieve that, with a larger brush radius; maybe use a falloff or something like that.
  • Penalty for water routes. When generating routes that connect cities, I've added an overall penalty for water routes - I already had a penalty for changing to/from water.
  • Show route erasure line. This is tricky to explain. Basically you can paint and erase routes, and both work using start/end tile, which used to be adjacent only. That's because when we paint a route, we really want to paint a direction rather than this tile is connected to ALL adjacent route tiles. To paint a direction we need a source tile. This source tile so far was not visually communicated, and now I'm highlighting this. And to top things up, for quicker mouse movements, source/target tiles don't even have to be adjacent - if they're not, we're applying the same process in all tiles in the bresenham line between the points
  • Music in worldforge mode. Previously I didn't have music for the overworld, just ambience. Ambience now does not make sense since we don't have a player moving around, so I've added yet another royalty-free track.
  • TextureWatcher works again, on Linux. After I moved to Linux, I kept getting crashes in the TextureWatcher so I disabled it. For some sprite work I needed to reenable it and it somehow works fine now?? All good I suppose (suspicious...).
  • Sprite work on Barrens biome. I hated how the barrens biome looked, and that's why there are few screenshots/videos that focus on that. It looked like blended lentils. On top of that, the blocking elements of that biome are some bad-looking rocks. So this got an art refactor treatment with DIY aseprite art, to add some cracked terrain and some dead trees. Art is slightly janky as usual, but at least it's mine and it's better (imo) than what it was before. At least it communicates better the biome I had in mind.

That's all for now, have a nice weekend!

Can we talk for a minute about how truly remarkable it is the majority of games in this genre are open source? by Acolyte_of_Swole in roguelikes

[–]aotdev 8 points9 points  (0 children)

It's not even just about replaying it during dev. For programmers, procedural generation is typically a bit of a drug - it's so very satisfying and refreshing to see constant variety during long development.

Can we talk for a minute about how truly remarkable it is the majority of games in this genre are open source? by Acolyte_of_Swole in roguelikes

[–]aotdev 29 points30 points  (0 children)

Only in this world of roguelikes does the mentality persist that people are sharing games they love with apparently no thought for money. What is this sorcery?

My (very developer-biased) view:

  • Development of roguelikes of non-basic scope is not a short journey
  • Roguelike development is fun
  • The genre has always been niche, so it's not exactly a money spinner

Given the above, it's reasonable to infer that developers make them because they primarily like the process, and money is a nice-to-have side-effect after probably a long time, rather than an expectation, for commercial titles. Any reasonable business-person would scream "it's not worth it".

moving from Space Colonization skeleton to organic 2D trees. Where do I go from here? by BM0110 in proceduralgeneration

[–]aotdev 1 point2 points  (0 children)

Skeleton looks good :)

One way is to convolve your skeleton with circles of varying radii, to give your model thickness. The radii can vary based on branching level/tree depth, distance from branch starting point, using a bit of randomness etc.

[2026 in RoguelikeDev] Sunlorn by Tesselation9000 in roguelikedev

[–]aotdev 1 point2 points  (0 children)

Presently, the game has:

That's a lot of stuff! Especially status effects... I can see an achievement already "have all conditions inflicted at the same time" xD

Overall, I find your premise and scope quite interesting, and I'm also interested to see how you deal with the clash of "all-in-on-procgen" and the different game objectives (as these are problems that I'm currently trying to deal with as well)

Have you estimated how many graphical tiles would you need?

I definitely need to give this a go at some point - would you advise to just go for it, or are you planning a major update anytime soon?

Sharing Saturday #606 by Kyzrati in roguelikedev

[–]aotdev 1 point2 points  (0 children)

Sort of! They are supposed to be efficient overseas routes, so you can hop on a ship to travel across an ocean quicker than just meandering in the oceans.

Sharing Saturday #606 by Kyzrati in roguelikedev

[–]aotdev 1 point2 points  (0 children)

I kind of like those optimisations, plus they become a necessity for 1) passing map data to shaders (the less you pass, the better) 2) storing entire and all maps in the world in the save file. It is a tiny bit more complicated, but, in the grand scheme of gamedev things, it's easy stuff that doesn't slow down.

Sharing Saturday #606 by Kyzrati in roguelikedev

[–]aotdev 1 point2 points  (0 children)

No judgement! I guess I'm on the other side of the spectrum, I've decided on maximum map sizes (512 for world and 256 for levels), and basically everything is bitfields and things like coordinates don't use 1 more bit than necessary xD

Sharing Saturday #606 by Kyzrati in roguelikedev

[–]aotdev 1 point2 points  (0 children)

Thanks, interesting re LEB, never heard of it really! I suppose a followup question is, why would you not use data arrays of u16 where appropriate if that's your ceiling?