fizlok-dev
fizlok-dev
Macey's Game
70 posts
Games developed by fizlok. Currently working on a game starring Macey and friends.
Last active 60 minutes ago
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fizlok-dev · 2 months ago
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some portrait sprites of my OCs. I wanted to shrink down some old sprites I had to fit them within a GBA resolution since I've beed toying around with GBA development.
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fizlok-dev · 8 months ago
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dragon dungeon
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fizlok-dev · 9 months ago
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crawlin in my dungeon :)
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fizlok-dev · 9 months ago
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barrel bustin
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fizlok-dev · 9 months ago
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Idashing
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fizlok-dev · 10 months ago
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space walkin
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fizlok-dev · 10 months ago
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oooooo crawl through my dungeon
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fizlok-dev · 11 months ago
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more ui progress
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fizlok-dev · 1 year ago
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some wip textboxes using this godot plugin
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fizlok-dev · 1 year ago
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starving
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fizlok-dev · 1 year ago
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Awhile back, probably a couple months at this point, I was stress testing to see if I could run this game with a shitload of enemies. It revealed some areas with poor performance as well as some critical flaws in my core game loop. The task of rewriting the fundamental loop of the game was too daunting and I kinda burnt out for a long time, but I finally sat down and rewrote it! There are still some areas of cleanup I need to attend to, but I think I can finally get back to work!
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fizlok-dev · 1 year ago
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I hit some technical issues, then a bunch of life stuff was going on so I haven't done a lot of game work lately. I've of maybe trying to pivot again a little bit. The idea came when I realized hallways didn't really matter in the roguelike style, only the rooms actually had anything in them. I was thinking of maybe treating it more like a tactics rpg where rooms are battle scenarios. Then the rest of the game would be closer to a VN or text adventure where points of interest are told to you and the distance on the grid doesnt really matter. Kind of like a tabletop game.
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fizlok-dev · 1 year ago
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Some exploring with Stark and Bon. Stark focuses on staying near Macey and can sometimes tank hits for the team, while Bon rushes enemies down.
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fizlok-dev · 1 year ago
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Got the start of some ally AI, auto exploring idash, and traps!!
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fizlok-dev · 1 year ago
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Another revision to the UI mockup!
I'm pretty happy with the party member icons I got here. I'll probably leave a bit of the box under Macey free so I can figure out how to fill the space later. Right now magic/mp is what I envision might be there.
I still am not sure how I want to handle magic. I know I want it to be more of a last resort, always available option and not a centralizing playstyle. I do want to implement some sort of spellcrafting too. I played a bit of Touhou Genso Wanderer and it implemented a half idea I had where MP was a gathered resource that can't be regenerated at all. I think this could possibly work, but I also am considering just a spell charge system where you have limited casts until you reach a resting point in a town or something. Right now I'm considering overhauling the path finding system from using Godot's AStarGrids and implement a system using Dijkstra Maps . This would super helpful in implementing a IDash or autoexplore system, but I think I can manage to creatively use AStarGrids without needing to overhaul for npc AI. But I would still need to figure out IDash or maybe just abandon it for now.
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fizlok-dev · 1 year ago
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some freaking monsters
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fizlok-dev · 1 year ago
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fruit
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