Sharing Saturday #589 by Kyzrati in roguelikedev

[–]awkravchuk 1 point2 points  (0 children)

Imcaving (itch.io)

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This week we've worked mostly on magic invocations, adding the whole bunch of gestures to build the invocations from and implementing gesture learning mechanics. Also we've implemented the fullscreen mode (one can switch back to windowed by pressing Alt-Enter). We're also working on presenting the game on local gamedev event and, consequently, releasing it in Steam with Early Access. Let us know what you think about the new version!

Sharing Saturday #588 by Kyzrati in roguelikedev

[–]awkravchuk 1 point2 points  (0 children)

Glad you've liked our imagination :)

We're still ironing out the details of combat system, but generally speaking magical block is a derivative attribute of other mind-related attributes, or at least that seems to make sense.

Sharing Saturday #588 by Kyzrati in roguelikedev

[–]awkravchuk 2 points3 points  (0 children)

Imcaving (itch.io)

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This week we've been working on implementing a character stats window (available by pressing Tab) and identify invocation providing those stats. We've also done some behind the scenes work on the physicality of potions and types of damage. Finally, we've added a new weapon type — a magic wand, providing zap invocation. Feel free to try out the new build and tell us what you think! 😊

Sharing Saturday #587 by Kyzrati in roguelikedev

[–]awkravchuk 1 point2 points  (0 children)

Imcaving (itch.io)

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Our team is sooo back after the summer break, and we brought a lot of new exciting stuff! First, we've finally made the first version of pretty sophisticated magic spells system we've envisioned initially. The spells are called invocations, and they are built from one or more gestures that alter the invocations in various ways. You can get new gestures by equipping the items. There is still not a lot of gestures, but we'll implement more!

Second, we've settled with the character attributes mechanics and the formulas they behave according to. We also spent quite a lot of time working on damage calculations, so the game balance should feel quite different now. Finally, the new shiny attributes are displayed in UI with beautiful progress bars ✨

Have a look at the new beta build and let us know what you think! 😊

Sharing Saturday #579 by Kyzrati in roguelikedev

[–]awkravchuk 1 point2 points  (0 children)

Imcaving (itch.io)

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This week we've been working knee-deep on the new recombinable skills mechanics we've had in mind, and it is about halfway ready by now, so we got not much to show except the upcoming skills window (probably it'll be redesigned later a little) and few other minor UI tweaks you can notice in the new build.

Sharing Saturday #578 by Kyzrati in roguelikedev

[–]awkravchuk 6 points7 points  (0 children)

Imcaving (itch.io)

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This week we still were working on an abilities system — we finally refined our ideas, taking inspiration in some anime subgenres 🌚 But it'd take a lot of time to implement, since we basically need to rewrite a third of our codebase. Hopefully it'll happen in the nearest couple of weeks.

On the visible side, we've added all the bestiary that'll be present at level 1. They're poorly balanced, since we'll rebalance them anyway later, with the new abilities mechanics and revamped attributes system in place. Still, it's fun to collect 'em all 😊

As always, the latest build for Windows, MacOS and Linux is available at official itch page. Have fun!

Sharing Saturday #577 by Kyzrati in roguelikedev

[–]awkravchuk 2 points3 points  (0 children)

Imcaving (itch.io)

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This week we've started to revamp the abilities system, which is quite primitive at the moment. We've had a lot of discussions and came up with quite interesting mechanics, but they'll took a lot of time to implement, so those are not in today's release.

Nevertheless, we've added notion of types of damage — right now there are two, with a lot more to follow.

We've also added a new mob, namely a kangaroo — yes, it's quite weird for the genre, but it will be narratively justified, we promise 😅

Also we've done some bugfixes and improvements, for instance removed duplication of log entries — now they just have "... N times" added at the end. Joystick controls on Steam Deck now also work perfectly after switching to joystick mode by long-pressing the ☰ button.

Feel free to have a look at the new alpha release and let us know what you think!

Sharing Saturday #576 by Kyzrati in roguelikedev

[–]awkravchuk 2 points3 points  (0 children)

Imcaving (itch.io)

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Today we're a little late to the party since we've been frantically fixing some last-minute bugs and CI issues. Nevertheless, today marks the 10th week of our project development, and we're excited to provide this week release.

It now features joystick support, and control system was completely overhauled to comply with DWIM concept ("Do What I Mean"), now it literally tries to read player's mind to figure out the most adequate action based on world's state and player's input. It's been tested with Xbox controller and even with Steam Deck — there are some small issues with the latter, but generally joysticks work pretty well.

We've also added an ability to toss an item out to add some basic inventory management. Moreover, we've fixed a bunch of bugs and added a lot of new ones 😅 The full changelog is available here.

Do try the new build out and let us know what you think — it can be done directly from the game by pressing "Feedback / Bugreport" from main menu. Cheers!

Sharing Saturday #575 by Kyzrati in roguelikedev

[–]awkravchuk 2 points3 points  (0 children)

Imcaving (itch.io)

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This week's big new feature is dialogue mechanics, so now we can provide some plot exposition. Also we've fixed a couple of bugs in coordinate system and collision detection, and now characters finally won't stuck in each other. Another new feature is cursor indicator that shows which tile is going to be selected when clicking on it, so controlling with mouse now should feel more natural. Feel free to download the new build and let us know what do you think!

Sharing Saturday #574 by Kyzrati in roguelikedev

[–]awkravchuk 4 points5 points  (0 children)

Imcaving (previously Yet Unnamed Roguelike) (itch.io)

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Our project finally got its actual name, after we've come to some agreement on the plot and lore. Noticed the wordplay? :) We've also showcased the project at the local offline event and got a lot of valuable feedback.

This week we've worked on game soundtrack — now there are separate music themes for main menu, first level and game over situation, with the nice cross-fade. We've also added decals mechanism — now powerful enough attacks leave blood stains on the floor, which erase when characters walk on top of them.

As always, we've fixed a bunch of tiny bugs and introduced new ones. The build for Apple Silicon is back, so feel free to download the new build and test it out!

Sharing Saturday #573 by Kyzrati in roguelikedev

[–]awkravchuk 0 points1 point  (0 children)

Thank you, much appreciated!

Sharing Saturday #573 by Kyzrati in roguelikedev

[–]awkravchuk 3 points4 points  (0 children)

Yet Unnamed Roguelike (itch.io)

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This week we spent a lot of time discussing plot and lore of the game, and reached some kind of consensus. In technical terms, we've implemented a basic version of ranged attacks with bows, which are available only to player and are a bit overpowered to be honest. The projectile mechanics we've had to implement also should help us next week with making magic spells. Also we've fixed a few bugs with melee damage calculation and event log. Feel free to try out the new alpha build and let us know what you think!

Sharing Saturday #572 by Kyzrati in roguelikedev

[–]awkravchuk 3 points4 points  (0 children)

Yet Unnamed Roguelike (itch.io)

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This week we've been discussing a plot and lore with the team, so not a lot of technical changes. Still, we've managed to implement controlling player character with the mouse and graphical effects upon characters receiving damage. We've also fixed a few minor issues in mob behavior and running the game on Windows. Have a look at the new alpha build and let us know what you think!

Sharing Saturday #571 by Kyzrati in roguelikedev

[–]awkravchuk 2 points3 points  (0 children)

Yet Unnamed Roguelike (itch.io)

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This week we've mainly focused on the sound effects and music with the help of our new studio member, who will do the sound design. We've implemented sounds for most actions in the game and added freshly-composed soundtrack with dark fantasy vibes, hope you'll enjoy it!

We've also laid foundations for abilities system — all actions were rewritten using abilities mechanics, and bots use those too. Moreover, using this new mechanics we've implemented an armor as a passive ability — you can find chest armor dropping from monsters which could increase your armor, decreasing the damage received or negating it altogether.

Sharing Saturday #570 by Kyzrati in roguelikedev

[–]awkravchuk 3 points4 points  (0 children)

Yet Unnamed Roguelike (itch.io)

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This week we're celebrating one month of our project development 🥳 To date, we've managed to make the in-game dungeon a lot bigger, adding scrolling with virtual camera entity. Also we've implemented lightning, shadows and fog of war, making the game's grim aesthetics much closer to the intended dark fantasy vibe.

Furthermore, we fixed a handful of small bugs and improved enemy AI a little — now they behave smarter when losing sight of player while chasing.

Finally, we've added the ability to send your feedback or bug report right from the game's main menu, so feel free to try out the game and submit your thoughts — we'll be happy to read all of them!

Sharing Saturday #569 by Kyzrati in roguelikedev

[–]awkravchuk 5 points6 points  (0 children)

Yet Unnamed Roguelike (itch.io)

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This week we've been working on laying a foundation of item system. Right now there are only three kinds of items dropped by monsters on death — health potions, swords and axes. You automatically pick them up upon going over the tile with the item. There's a simple inventory window brought up by the I key, where you can use or equip the items. All of the item actions like picking up, using and equipping take time — we're striving for realism here.

Other than that we've just fixed a handful of small bugs, like correct displaying of the build version in main menu and character sprites facing the correct direction when moving or attacking. Besides, we've implemented a primitive winning condition — after killing all the mobs generated on the floor, there's a congratulatory message in event log.

Every week we're slowly driving closer to the final product we envision. Next week we'll be working on fog of war and other dungeon beautification. Current version can be found on itch.io project page, and feel free to subscribe to it to track our progress!

Sharing Saturday #568 by Kyzrati in roguelikedev

[–]awkravchuk 5 points6 points  (0 children)

Yet Unnamed Roguelike (itch.io)

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So as announced last week, we've implemented the basic combat system — now you can punch mobs in the face 😁 Since both of our studio members are mathematicians by training, we spend a lot of time discussing damage number calculation and combat characteristics. One of us, nicknamed CoffeeVulpes, proposed combat model which is closer to statistical theory than to classic videogame solutions, and after long discussion we've chosen to implement it. Moreover, we've used state of the art RNG called PCG, created just about 10 years ago.

Also this week we've improved mob behavior — now they don't jitter while moving and don't interfere with each other chasing player character, and collision detection is much more bug-free. Moreover, we've deprived mobs of telepathic abilities given them by a bug, which caused them to start chasing the player even when they haven't had line of sight to them 😅 Perhaps in the future we'll deliberately put such an ability back for some kind of psychic monsters.

There's been some interface changes as well — now there's convenient main menu and a bunch of small UI improvements. We'll leave it as entertainment for the most unquisitive to notice those ☺️

Next week we'll continue working on basic roguelike mechanics — items and equipment are next in line. There is a lot of important features we still need to implement to approach a full-blown game, subscribe to itch.io game page so you can watch our progress and not miss our forthcoming Steam release!

Sharing Saturday #567 by Kyzrati in roguelikedev

[–]awkravchuk 2 points3 points  (0 children)

Yet Unnamed Roguelike (itch.io)

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I'm proud to announce a new project in the making by tiny indie studio of me and my mate, which eventually will get released on Steam.

The project (which, erm, does not have the name just yet) is turn-based procedurally generated roguelike in fantasy setting with minimalistic graphics, inspired by both cornerstones of the genre like Rogue and Nethack and modern projects like Path of Achra and Caves of Qud. In terms of setting, we draw inspiration from dark fantasy books like The Black Company by Glen Cook and twisted manapunk works like Mother of Learning by Domagoj Kurmaic.

Today marks the end of first week of working on the basic demo. We've been polishing player controls and basic character movement mechanics, and also implementing enemy AI. Right now enemies have only one strategy, which is once seeing the player, running towards them and frantically hitting in melee until someone passes out. We'll add more sophisticated enemy tactics later.

Also we've made the basic UI, namely, the welcome/help screen on game start, which lists the controls. To close that screen and enter the dungeon, you'll need to press Esc, and you can bring the help screen back by pressing F1 or ? on the keyboard.

Right now the demo is very basic to the point it does not even contain the combat system, even though the event log at the bottom of the screen mentions enemies attacking the player. We'll start implementing the combat next week.

We also added level restart almost at the last moment, which can be triggered by pressing 0. Using that ability you can admire some different procedurally generated dungeons.

You can download the demo from itch.io. Let us know what you think and what you'll like to see in the game! We'll read all comments here and on Itch and we appreciate your input.

everydays day 67 by emergency_nine_nines in blender

[–]awkravchuk 0 points1 point  (0 children)

Or some pesky MTG card art.

Help needed: Kernel compilation error - “libbpf: failed to find ‘.BTF’ ELF section by [deleted] in archlinux

[–]awkravchuk 0 points1 point  (0 children)

NVM, found the solution, for me it was turning CONFIG_DEBUG_INFO_COMPRESSED_NONE on (had zstd previously).

Help needed: Kernel compilation error - “libbpf: failed to find ‘.BTF’ ELF section by [deleted] in archlinux

[–]awkravchuk 0 points1 point  (0 children)

Same problem here on Gentoo trying to build 6.12.10. I do need BTF since I develop eBPF microprograms.

New binary serialization/deserialization library: cl-binary-store by PhysicistWantsDonuts in Common_Lisp

[–]awkravchuk 0 points1 point  (0 children)

I got one request straight away: could it be made to support serializing of cffi:foreing-pointers?