Today wasn’t as productive as I would like it to be because of my job, but I’m still on track (I think), anyways, I thought it might be helpful if I focused a bit more on the dungeon mechanics first and then on the mansion, let’s see how that goes. Here’s what I’ve done today:

Day 2 Progress

  • The Rogue can now take damage.
  • If health reaches 0, a Game Over screen pops up.
  • Inventory System with item pickup
  • UI to open and navigate through inventory items.
  • The Rogue can now pick up potions and use them from the inventory.

Progress

Not a very eventfull death screen, but it’ll do for now
Small inventory system, only up to 15 items allowed

Follow the Development!

I’m feeling the pressure of the jam, but I’m still active and hoping to release something good, thanks for following the development of the game.


3 responses to “Dungeon Rogue-bery – 7DRL 2025 – Day 2”

  1. Requinnzious Avatar
    Requinnzious

    That’s impressive progress for two days! Just finished my own 7DRL and came to check on Solivium, funny to see you’re also an entrant

    1. Camilo Ramirez Avatar
      Camilo Ramirez

      Yeah, sadly I couldn’t finish, I need to improve my jamming skills, I’m back at working in Solivium now I just posted a new entry. Cool to see that you are also a participant of the 7DRL, what’s your entry?

  2. Requinnzious Avatar
    Requinnzious

    Hey, I didn’t finish either haha. Ended up with a decent prototype that I’m continuing work on though; my entry was called Sword & Circuitry.
    On the prospect of a Solivium demo; I think having one dungeon and one town to explore is a good target. The game loop should already be there, so I’m sure you want to finish up dungeon mechanics and add some town gameplay to support them.
    Love the style so far too, killing robots in the dungeon and stuff. Love me some science fantasy