Category: Dungeon Rogue-bery


  • 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.