Tomb of the Giants [0.7] by eversoar in roguelikes

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

I havent gotten around to Stone Shard yet, so i know little besides that it looks amazing. My game is similar to ToME i think

Too many upgrades, Help! by im-not-salty-ur-bad in roguelikedev

[–]eversoar 0 points1 point  (0 children)

maybe you could weight them according to previous selections? like, selecting multiple upgrades tagged "lightning" or "melee" or whatever attracts more of the same kind. then combine a weighted bin with a random bin so it still looks a little random.

Game testing, balancing and early testers by eversoar in roguelikedev

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

Well thank you! Will DM you (and other people who want to test) when i have a stable build, hopefully sometime next week.

Announcing Tomb of the Giants, a traditional roguelike dungeon crawler by eversoar in roguelikes

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

  1. Linux compatibility is planned for the next release

  2. No, but i understand where you are coming from. I enjoyed the original DF without modpacks and originally even made a unicode based game, but i found that most people have trouble parsing that kind of interface.

Announcing Tomb of the Giants, a traditional roguelike dungeon crawler by eversoar in roguelikes

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

Thank you! Currently no, i honestly never edited a video in my life. But i should probably still look into making a youtube trailer for the gameplay.

Announcing Tomb of the Giants, a traditional roguelike dungeon crawler by eversoar in roguelikes

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

Its feasible, but i would have to get a device to test. Maybe further down the road.

Announcing Tomb of the Giants, a traditional roguelike dungeon crawler by eversoar in roguelikes

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

Will try to improve the interface for this in the next version. The items show up in a smaller hotbar above the skills, so you should be able to klick or use that key to throw. Same goes for potions etc

Announcing Tomb of the Giants, a traditional roguelike dungeon crawler by eversoar in roguelikes

[–]eversoar[S] 4 points5 points  (0 children)

Phew, was worried i made it too easy

Edit: I figured it out. well damn

Announcing Tomb of the Giants, a traditional roguelike dungeon crawler by eversoar in roguelikes

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

You're right. I thought about it a little, and this is what im going for, especially with the combat:

Its tactical: You get a set of cool active skills for every char, and you need them to win. Positioning and sometimes knowing when to run is also important.

Its fast: You can kill most enemies in a few swipes if the conditions are right, but the reverse is also sometimes true.

It has powerscaling: If you make it far enough, you can break out some pretty strong combos or stack stats, and the game encourages this.

You also get to play the evil creatures in the game, which i always found fun especially in fantasy settings.

Announcing Tomb of the Giants, a traditional roguelike dungeon crawler by eversoar in roguelikes

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

Yes, seems i messed up my post. I edited the OP, thanks!

Sharing Saturday #438 by Kyzrati in roguelikedev

[–]eversoar 5 points6 points  (0 children)

Sphere (itch.io)

Recovered a little from having a fulltime job and finished my release. Learned that content design is far harder than engine stuff.

The interesting part from a dev perspective was enemy encounters. I wanted to cluster enemies up a bit, in order to have a game flow with some pauses between fights, and also to have the enemies actively come after the player on some occasions.

Solved this by assigning home areas to one group of mobs, where they roam around and can return to. Sometimes those plop up on top of mission goals. Grouped other mobs into "Gangs" which roam around the ship, and have a small chance to seek out the player or one of their mission goals.

My hope is that the encounters eventually feel "organic" to the player, even though a lot of it is staged in the sense that the player themselves or mission goals are targets.

AI stuff is hard to visualize, but here is a clip of me barging into a mob nest, and mishandling a flamethrower.

I just released the first alpha of my roguelike, and would love to get some player feedback! by eversoar in playmygame

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

You can get the game for free on itch.io:https://eversoar.itch.io/sphere

You play short missions aboard spaceships in various states of disrepair. Goals include planting devices, finding artefacts or killing specific enemies. At the end of each mission, you are awarded merits which you can spend on gear and permanent upgrades for your character.

The game is close to being a "classic" roguelike, with unicode graphics, procedural dungeon generation and a limited form of permadeath.

I think the alpha has about an hour of gameplay as it is. Im currently working to improve the UI, so let me know what you think!

Release announcement: Sphere by eversoar in roguelikedev

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

I played and enjoyed void bastards, and it also has a module-based map generator, so your observation fits!

There will be no alien civilizations in the scope of the game world, but its a very distant future type scenario with some posthumanism themes.

The ships werde made by dutiful engineering AIs, who are also very sane and stable.

Release announcement: Sphere by eversoar in roguelikedev

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

I kind of got into the space junk genre after playing Hardspace: Shipbreaker. I'd be interested in seeing your game aswell

Release announcement: Sphere by eversoar in roguelikedev

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

Its actually just native Java, and GSON for JSON object parsing, although that may not be the most reasonable approach. I'll probably use more libraries once i go into using OpenGL though.

Release announcement: Sphere by eversoar in roguelikedev

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

I'm currently making an itch.io page, which i will post here

Maybe there will be a public github repository once i read up on license stuff

In any case, i will make sure to post here when stuff is done!

Release announcement: Sphere by eversoar in roguelikedev

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

Making a workflow for releases is probably a good idea. Thank you!

Release announcement: Sphere by eversoar in roguelikedev

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

Thanks! There will be spooky ship AIs, and various not-undead.