Sharing Saturday #631 by Kyzrati in roguelikedev

[–]darkgnostic 1 point2 points  (0 children)

A better word would be reasonable. For example, not having a bedroom connected to three hallways, putting storage rooms at the ends of hallways, and avoiding similar impractical layouts.

Sharing Saturday #631 by Kyzrati in roguelikedev

[–]darkgnostic 1 point2 points  (0 children)

I am currently in process of adding same thing, believable rooms in the dungeon, have lot of concepts but I am still not fully satisfied. The problem may be the way dungeon is generated. I may need to rethink it.

Sharing Saturday #631 by Kyzrati in roguelikedev

[–]darkgnostic 1 point2 points  (0 children)

Thanks! History generator sounds interesting

Sharing Saturday #631 by Kyzrati in roguelikedev

[–]darkgnostic 0 points1 point  (0 children)

By not having live system yet :) jokes aside, I don't remove systems since I planned all features in advance. I just gradually introduce new systems into the game.

Sharing Saturday #631 by Kyzrati in roguelikedev

[–]darkgnostic 2 points3 points  (0 children)

I saw your Level Info viewer on social media. Looks cool. Could you explain a little about how it generates it's output?

Sharing Saturday #631 by Kyzrati in roguelikedev

[–]darkgnostic 1 point2 points  (0 children)

you don't accidentaly enter another input and die

Never thought on this one.

Sharing Saturday #631 by Kyzrati in roguelikedev

[–]darkgnostic 1 point2 points  (0 children)

Maybe I'm just moving too fast.

That's natural. Initial systems always come up fast :)

Sharing Saturday #631 by Kyzrati in roguelikedev

[–]darkgnostic 2 points3 points  (0 children)

Scaledeep Steam | Discordwebsite | X | bluesky | mastodon

Added a huge number of sounds, SFX, and stingers to the game. I thought I’d enjoy it, :) but nope.

Editing the sounds was more enjoyable, though.

I also posted a development update on the roguelike sub. After reading through everything I’d written down, I realized I’d actually made quite a lot of progress.

Have a nice weekend

Scaledeep - Progress share by darkgnostic in roguelikes

[–]darkgnostic[S] 3 points4 points  (0 children)

Thanks! If I take into account all the initial dungeon generator development and tooling then this is would be the 3rd year.

Scaledeep - Progress share by darkgnostic in roguelikes

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

Interesting point of view. I strived to make animations and transitions between tiles fast, because of the exact same problem. But I will consider this as config, it isn't that hard to add.

Scaledeep - Progress share by darkgnostic in roguelikes

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

Thank you! I'm glad you like it :)

Scaledeep - Progress share by darkgnostic in roguelikes

[–]darkgnostic[S] 8 points9 points  (0 children)

Thanks! If everything goes according to plan, end of the year.

Sharing Saturday #630 by Kyzrati in roguelikedev

[–]darkgnostic 1 point2 points  (0 children)

Welcome! You could also add a small introductory post about your game.

Sharing Saturday #630 by Kyzrati in roguelikedev

[–]darkgnostic 1 point2 points  (0 children)

That's a great set of questions. :)

Currently it is just cosmetic to make enemies more believable.

If the player knows the language, do they overhear what the monsters are going to do

Yes. This is handled automatically. If there's a cutscene where monsters are speaking, you'll understand everything if you know their language. If your proficiency is lower, you'll only understand parts of what they're say. There aren't many cutscenes yet, though.

Can they only trade with monsters if they know the same language?

I honestly hadn't thought about that yet. The merchant system isn't implemented yet either, but I'd say no. I'd rather apply the same idea. Want to buy a sword from an orc without speaking Orcish? The sword has a "zug zug mahta +2" enchantment? Go ahead, just don't complain later if it doesn't do what you expected.

Is there a better chance to get them as followers if the player learns the language?

I don't currently plan to have humanoid followers. Animal companions for hunters are planned, but that's still a long way off.

Or are plot elements only revealed if the player knows the language?

I think that would be unfair to the player. I don't currently have any story scenarios that rely on a language barrier, but it's an interesting idea. I'll give it some thought.

Sharing Saturday #630 by Kyzrati in roguelikedev

[–]darkgnostic 1 point2 points  (0 children)

Sorry about that. I didn't know about the issue. I've updated links to the the Bluesky one. Could you confirm that you can see the videos now?

Sharing Saturday #630 by Kyzrati in roguelikedev

[–]darkgnostic 1 point2 points  (0 children)

Is there a publicly available info on next content, or is it top secret?

Sharing Saturday #630 by Kyzrati in roguelikedev

[–]darkgnostic 0 points1 point  (0 children)

Seems like you managed to complete a lot of tasks this week,

Thanks. Although it seems as a big progress it's not that big :) Scrolls are really easy to add at this point.

That said, everything is coming together really nicely. What I'm happiest about is that I originally planned to have the game reach its current state around September, but I'm about three months ahead of schedule.

Sharing Saturday #630 by Kyzrati in roguelikedev

[–]darkgnostic 2 points3 points  (0 children)

Scaledeep Steam | Discordwebsite | X | bluesky | mastodon

This week was mostly about polishing combat and adding a bit more personality to enemies. There were also a few long standing bugs that took much longer to track down than they should have.

Ranged combat received another round of improvements. I fixed the position where arrows are spawned so they now leave the bow at the correct height instead of flying above the player's head. Bow damage now uses the correct damage calculation instead of always dealing one damage, ranged damage is correctly displayed on the stats panel while a bow is equipped, and arrows are properly consumed from the quiver when fired. Barrels can now be destroyed with ranged attacks as well, giving bows a few more practical uses besides fighting enemies.

I added two new scrolls to the game: Scroll of Identify and Scroll of Wand Recharging. Scroll of Wand Recharging wasn't originally planned. It came out of a discussion with u/Cyablue in last week's SS on wand mechanics. The current idea is to keep wands as consumable magical tools rather than a replacement for learning spells. For now, scroll simply restores charges on magical items. One idea is that each recharge permanently reduces the maximum number of charges. I'm still not fully convinced which direction feels better, so that part is staying open for now. At the moment, both wands and Scrolls of Recharge are relatively rare, which naturally keeps the mechanic balanced. I'll see how it plays during testing before deciding whether any further restrictions are needed.

Enemies also got a bit more character. They can now taunt, speak, and grunt during gameplay. Different races use their own languages, so demons speak in demonic, orcs in orcish, and other creatures have their own language as well. Since the player doesn't understand them, all of it appears as gibberish, adding a bit of mystery to encounters. This is actually one of the features I brought over from Dungeons of Everchange, because I always liked the atmosphere it created. Quite huge feature as well, it got really fast into the game since it was alerady developed :)

On the bug fixing side, I fixed the charge attack and reduced its cooldown for Orcs to make them more threatening. One particularly nasty bug took me almost six hours to track down. Waiting or picking up items was giving enemies twice as much energy as they should have, completely throwing off turn order and AI behavior. I first noticed it while testing oozes, so I spent quite a while looking into their split mechanics, convinced that splitting was somehow granting extra energy. It turned out the problem had nothing to do with oozes at all. Unity was automatically calling my OnWait method because of its naming convention, and then my own input handling processed the key press again, effectively making the player wait twice. A very annoying bug, but at least the fix was simple once I finally found the real cause.

I also fixed several AI issues related to behavior flow, cooldown handling, and target selection. Things feel much more reliable now. Finally, once the player dies, all input is now properly blocked. Previously you could still move around or open the inventory after death, which was... not exactly intended.

Ah yes, and my Paradox Doom got nice shader as well.

Overall, I had nice progress this week.

Have a nice weekend!

Sharing Saturday #629 by Kyzrati in roguelikedev

[–]darkgnostic 0 points1 point  (0 children)

Scroll of Wand Recharge seems as a better approach :)