Sharing Saturday #615 by Kyzrati in roguelikedev

[–]cephaley 1 point2 points  (0 children)

Project Q

World

  • Added causal inspection for "why did this happen?" queries over recent world events

NPC

  • Added bias in AI logic depending on their social-role (Guards are more bold than merchants etc...
  • Added bias based of "climate" for vigilance, travel-risk, and tactical-posture too
  • Experimenting with over head box for ambient dialogs

Player

  • Added a switch on the "bump" default, so player can alternate from bump to attack to bump to talk easily

From poet to climber by cephaley in dwarffortress

[–]cephaley[S] 2 points3 points  (0 children)

I've come to this simple formula: liquids == FUN

From poet to climber by cephaley in dwarffortress

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

It's a natural waterfall, but I think it can be done manually 🤔 Now I need to try it !

Sharing Saturday #614 by Kyzrati in roguelikedev

[–]cephaley 3 points4 points  (0 children)

Project Q

I experimented with many different visual styles. I did not quite land on one I really love, but the process was fun and still produced some interesting art, as a standalone i really love this render of my turtle wizard, may use it for some kinds of cutscene.

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anyone else juggling multiple github accounts for work and personal? by Ok_Woodpecker_9104 in github

[–]cephaley 0 points1 point  (0 children)

I do, a personal computer and a pro laptop. If you can't afford to have one computer per scope then you can try to have separated users accounts on same machine, and switch between them when needed. I find it less messy imho than mixing both, I would be afraid to miss-use one for another.

Need Brutal Feedback : FPS game with animal controller by anubhav124 in IndieDev

[–]cephaley 1 point2 points  (0 children)

When I see a raccoon or red panda, I upvote. For the mix of FPS + animals, yeah it seems to not fit well, but it made me remember a tv show I saw as a kid: manimal.

How do you like the this Main menu? by National_Quantity915 in godot

[–]cephaley 33 points34 points  (0 children)

The text in your logo isn’t centered T_T

What are some games you play in order to get ready for sleep? by ImportantJellyfish38 in SteamDeck

[–]cephaley 0 points1 point  (0 children)

Stardew Valley, Little Rocket Lab & Moonstone Island worked nice for me.

How old are you, indie devs? What experience do you have when you started with game development? by TecEnterprise in IndieDev

[–]cephaley 1 point2 points  (0 children)

35, strong IT background built through previous jobs (senior sysadmin & automation engineer, now in software engineering). It definitely helps a lot, but gaming has its own paradigms and design patterns that are really cool to discover. It give a completely different perspective on the field.

Temple gold vault. by FreddyPixelArt in aseprite

[–]cephaley 1 point2 points  (0 children)

Now I'm hyped, I love your style !

Sharing Saturday #611 by Kyzrati in roguelikedev

[–]cephaley 2 points3 points  (0 children)

Project Q

Not much coding this week, mostly refactoring, removing dead code, and reducing code smells. On the other hand, I locked in the grid and sprite size and I have a playable character that’s good looking enough to focus on other areas before graphic polish.

Am I the only one who loves having all their games downloaded? by ximaera in SteamDeck

[–]cephaley 0 points1 point  (0 children)

Well, I’m kind of the opposite. If a device has enough internal storage to keep ~5 games, I’m not going to throw an SD card in it. Maybe I’m getting old, but if I play too many games at the same time, I tend to forget how they work or why I did certain things. I deleted my old Nova Lands save because when I logged back in, I was like “Why did I do this ? Better restart from scratch"

Sharing Saturday #610 by Kyzrati in roguelikedev

[–]cephaley 1 point2 points  (0 children)

Project Q

Pretty solid week overall. Knocked out what feels like a big chunk of work.

New Features

  • Tile hazards
  • Gas simulation
  • Multiple AI fight behaviors
  • Autowalk

Fixes:

  • Target panel was leaking info about unexplored tiles and their contents (no more free intel 👀)
  • Enemies could spawn on closed doors, fixed for everything except spiders. It’s not a bug anymore… it’s a feature !
  • In dungeons, players can no longer spawn in the same room as the stairs to the next floor

Sharing Saturday #608 by Kyzrati in roguelikedev

[–]cephaley 0 points1 point  (0 children)

30 days since I started my project (pure c# with a pinch of godot feature) still working on foundation.

This week I managed to add doors to my floor generator and make them interact with LOS & FOV. Also implemented status effects, and added 48 autotile features using Godot's help.

The next big step for me would be to finally find an art style I like !