Category: Godot


  • 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.

  • For decades, roguelike adventurers have delved into dungeons alone, chugging random potions and waiting for the best, relying on their weapons, spells, and wits. But this time, things are different.

    Dungeon Rogue-bery is a turn-based, top-down roguelike where you control two characters working together:

    • The Socialite: You are inside a big party inside a mansion, your job is to gather intel, disable traps, identify items, potions and manipulate the dungeon from afar.
    • The Rogue: You are beneath the mansion and delving into a more traditional roguelike, you’ll have a small amount of hit points so you’ll need the information as to avoid traps and make the best decisions in the dungeon.

    It’s a blend of classic roguelike mechanics with a new duo-based gameplay twist: your actions above ground affect your survival below.

    I’m building this game in Godot, using Oryx’s sprites.

    Day 1 Progress

    This is my first time working solo in a 7DRL, I worked in 2015 with Santiago Zapata (Slashie) in Stygian Abyss, I also made another roguelike in 2016 for another jam, but that one was 9 days instead of 7. And I made my first rogulike (Tull) in 2013 for the trials of Oryx. I’m happy coming back to this challenge.

    Yesterday was a bit weird in terms of development, I don’t know if it was the change from C to Godot, the fact that it’s a jam or something else, but I struggled working on this project, I had to drag myself to build some mechanics, so the day wasn’t as productive as I would like, but I still made some features:

    • Grid-Based Movement: Both the Rogue and Socialite move on a turn-based grid.
    • Character Switching: Swap between characters, controlling each in their respective locations. I’m not sure yet if each character will control a global pool of turns or if the worlds will be independent.
    • Exploration & Doors – The Burglar can open doors and uncover new rooms in the dungeon.
    • NPCs are now interactive, but there’s still more to refine.
    • Eventually, NPCs will reveal dungeon secrets, disable traps, and help (or hinder) the heist.
    • Picking up blueprints in the mansion reveals dungeon rooms. Not sure if I’ll keep this.

    Previews

    The rogue in the dungeon
    The socialite in the very empty and featurless mansion

    Follow the Development!

    Thanks for checking the development of this game, I’ll be updating it every day for the next 7 days.

  • I wanted to start this site by talking about my latest game development project, “Quest For Immortality.” This is a first-person RPG inspired by classic dungeon crawlers like Ultima Underworld, Daggerfall, and Might and Magic. It’s a game that merges the deep exploration of these titles with the unpredictability of roguelike elements found in games like ADOM, Nethack, and Caves of Qud.

    Roguelike Meets Retro RPG

    I’m aiming to create a world filled with procedural dungeons, intense combat, and a sense of exploration reminiscent of those early RPGs. I also want to include some elements of roleplaying and life simulation. I’ve always been fascinated by the potential of all the features in Daggerfall—ever since I played it back in 2007, I knew that this was the ultimate project I wanted to make.

    2.5D Sprites in Pixel Art

    The game’s art style draws from my love of pixel art and retro aesthetics. I’m taking inspiration from the gritty 2D sprites of Ultima Underworld. I’ve tried working with 3D models, but this style resonates with me creatively.

    Why Godot?

    Choosing Godot as the engine for this project was an easy decision. Not only do I enjoy working with it, but its FOSS (Free and Open Source Software) nature aligns with my development philosophy. Godot’s flexibility allows me to craft complex mechanics while giving me the freedom to modify the engine if needed. It’s been great to see the progress I’ve made using it so far.

    The Challenges Ahead

    I’m well aware that building an open-world game with procedural dungeons is a huge undertaking, especially as a solo developer. Keeping track of every detail and ensuring that each playthrough feels unique is no small task. However, this challenge excites me. I’ve already had some experience with projects of this scope, including Stygian Abyss, which I co-developed with Slash for the 7DRL (7-Day Roguelike) Challenge back in 2015.

    Current Progress

    So, where am I now? I’ve implemented basic combat mechanics and am currently diving into the inventory system and item interactions. It’s a crucial step in bringing the dungeon-crawling experience to life, allowing players to manage their resources and gear effectively.

    That’s all for this first update! I’ll be sharing more of my journey as I continue working on Quest For Immortality. Stay tuned for more development insights and progress updates.