#roguelikedev
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Woo, it's online! Tutorial 1 for the #cpp libtcod #roguelike #programming tutorial series is finally up.
Please check it out if you like, and let me know what you think! It's my first time creating anything like this, so feedback of any kind is appreciated 😊
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Full Gear 2.0 will feature a new character with many unique gimmicks, Energy, tags, tokens, spells, and a story. I'm working hard on it, but it's coming along very nicely so far... see you around.
For the Summer Sale, Full Gear is still 50% off, so do get it. https://store.steampowered.com/app/2212500/Full_Gear/
#gamedev#game development#roguelikedev#roguelike#roguelikes#indie game#indiedev#steampunk#summer sale
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7DRL
This weekend I will begin my first ever game jam, the 7 Day Roguelike Challenge.
I just spent a couple hours putting together a project starter that is set up with webpack, typescript, prettier, and itch.io publish scripts. I plan to use rot.js, ape-ecs, and probably PixiJS.
The motivation behind this began when I saw this tweet from a developer I follow. Even though that starter template won't end up being made in time for the jam, it was enough to make me realize a game jam is exactly what I need.
I've never really finished a game before. Most of what I've made can barely be called games. Now I have motivation and a timeframe to put out a game, however simple (or even bad) it may be.
I haven't decided on an idea yet but I still have time; I am allowed to start as late as Sunday night. The starting time I pick must also be the ending time in the following weekend.
I know that I want to keep my idea as simple as possible and prioritize making it playable before anything else. That's the advice given here and elsewhere, and I will try my best to follow it.
My vague plan is to start with the basic Rogue format and add a twist to it. I found the replies in this thread to be intruiging. But even those ideas may be too ambitious to design and develop for my first roguelike and first jam.
I don't plan on blogging my progress during the week since I want to minimize distractions as much as possible. Maybe I'll just post small notes. I enjoy recapping all the things I've done in a day but I should try to avoid spending that much time during the jam and save it for the end. Even writing this post feels like too much time spent when I should be planning. See you soon!
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Starting June 29th RoguelikeDev does the complete Roguelike Tutorial 2021
Starting June 29th RoguelikeDev does the complete Roguelike Tutorial 2021 #python #100daysofcode #roguelikedev #roguelike
/r/roguelikedev has been going strong for 5 years in a row doing the Complete Roguelike Tutorial. For 8 weeks we’ll be building a RogueLike game following the same tutorial, however everyone will do it their own way: Some folks stick to the step-by-step Python tutorial, while other reimagine it completely on a different language. After doing this game in C#/Unity, and Java for two years,…
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I'm back
The recent Unity kerfuffle got me thinking about implementing a game engine again and reinvigorated me to work on the libtcod tutorials. Ended up reworking the first tutorial code to use the newer Contexts that libtcod has moved to, and even refactored my second tutorial code as well!
The actual tutorial text will hopefully come later this week sometime, though I did diagnose a weird issue with the CSS I was using on my pages so that it doesn't show a white bar on the side of the code blocks while in dark mode :D
Getting excited to be in C++ programming land working on engine stuff again!
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Project Updates - Aug 6, 2024
Back at it again! I'm hoping to get these devlogs up to at least once a month, if possible, assuming I can keep up this kind of pace with coding. Updates under the cut~
SWN GM Tool
When I decided to update my project list, I said I was moving my old SWN GM Tool down to a sort of backburner status. It felt a bit like the end of an era; the GM tool was my first real personal project that I had started after college and had been poking at it for the last ten years or so, so officially putting it on hold with a desire to come back to it one day was a little interesting.
Especially since I started working on it again that very same week.
I decided to start the whole project over, essentially, and use this as an opportunity to learn to use Godot more at the same time. Within a few days, I had made a simple Faction creation widget as well as a list of factions. In a week, I had a mechanism for saving that faction list to a file and loading it back up as well. All in a simple application made with Godot UI nodes!
I haven't touched the project again in a little over a month, now, but I'm feeling very good about returning and working more on it. Next steps are to make a Faction View scene that shows the stats and assets of the faction, and allows adding and removing assets. Once I feel like I have a good enough user experience for it - something that's not really my specialty - I'll probably upload it to itch.io with just the Faction and asset tracking. After that, I'd like to include a simple map and then a way to run the Faction Turn.
Libtcod Tutorials
Over a year after I received feedback from r/roguelikedev about my attempt at making a C++ tutorial for libtcod, I have begun making a concerted effort to continue working on the codebase again!
After the whole effort of getting a simple eventing system using double-dispatch in place, I took a pretty good break before returning. I decided to make sure the code was working on both Linux and Windows, and updated to the C++23 standard at the same time, which introduced some issues. At first I thought it was a problem with MSVC, but was able to replicate it with Clang as well. It turns out that the way I was doing virtual inheritance for the event handlers worked perfectly fine in C++20, but broke in C++23. Getting that figured out took a few days, but after that I confirmed it worked on GCC, Clang, and MSVC :D
Next I'm going to continue working on the actual tutorial code before I return to writing the tutorials for C++ again, to make sure that there's not more optimizations or architectural changes I'll want to do down the line that would be better to backport again.
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Project Updates - 10/7/23
It seems like every time I make progress on something and put it out there for people to see, my motivation to continue just tanks and I forget to work on it for a while 😅 (Plus day job stress and other general life things working against me too lol) That said! I have been doing a bit of rework on my libtcob tutorials following some good feedback from the r/roguelikedev Sharing Saturday thread I posted in a few months ago. I worked on getting the project to build using vcpkg on Linux and Windows, which actually wasn't too difficult to get set up. Originally I wanted to stay away from using package managers and really any other libraries and things besides what was absolutely necessary for getting the tutorials up and running, but my system wasn't exactly the most straightforward either, so I think the vcpkg solution works. I also updated the code to use the newer libtcod system of contexts for rendering, which was also fairly simple to implement. Now I just need to rework the tutorial text, hopefully I can find time to work on that this weekend!
Additionally, I messed around some with Ogre3D the last couple days and got a minimal setup running to evaluate using it for OpenHomeworld. Initially I thought about using a more bare-bones setup and building it out from scratch for a more bespoke engine using something like raylib, but I think getting something running first with a robust and full-featured library like Ogre is probably a better way to go about things. If I can keep the code modular enough, I can always go back and start replacing the Ogre code if needed, but I think that Ogre will end up being the main rendering framework that the project will use anyway. No need to reinvent the wheel and all.
Speaking of bespoke systems and raylib, I am tinkering around with a little project that's been in my mind for a little while, a little RPG project based on some mostly obscure JRPGs. At this point I'm not sure if I want to take the time building a full game engine from scratch or if I should learn Godot instead. Maybe I can do a small scale implementation in libtcod even, and then port some of it to Godot. Lots of options here, but mostly still in the basic design stage.
All in all, I have a lot of ideas for things and finally have energy and motivation to try to work on them! :) It's an exciting time, and I hope that I can continue to make updates like these, too!
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first-iteration of the Full Gear logo. incredibly crappy. but it was a base!
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Full Gear is getting its weapon sprites (the final part of the set) completed slowly but surely. Anything you pick up has a unique look and a unique way to make your build even sillier.
v1.2, "Intricacy" will be here soon, also including minibosses and some extra Utilities! https://store.steampowered.com/app/2212500/Full_Gear/
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Monsters now drop their entire inventory (any items and gold they've picked up, plus whatever gear they might've spawned with) when they die.
Been refactoring and bugfixing for a while. Back to features!
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Made a status indicator on the right side of the screen, and also my fire debugger can destroy walls which is making me consider creating an item that lets you carve hallways out of walls.
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Quick demo of everything so far.
Monogame 3.5 came out today, so I’m thinking of downloading it, porting what I have over, or maybe even starting again from scratch.
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