Posts Tagged ‘roguelike’

Finally a bit of progress

Posted by
Saturday, December 6th, 2014 8:24 pm


I got stuck with some nasty bugs for several hours right after my last update and ended up bashing my head against them for hours before giving up, deleting several hours of work, and redoing the sections from scratch.  It’s sad and frustrating, but I’ve now got it working so that I have a dude who can walk around, bump into walls, open doors, see around himself, and remember the terrain he’s already been through.  Huzzah!  Now I need items and enemies!  Also I need to decide how I’m going to make this game unique and interesting…

LD31 – Update 2: A New Generation

Posted by
Saturday, December 6th, 2014 10:21 am


As claimed in the previous update, my level gen code didn’t take much longer to complete.  I can now generate an interconnected system of rooms and hallways, separated by doors.  Making doors something that can be opened/closed will not be difficult once I actually get a character in and moving around.  That’s the next goal:  Dude and move.  Then doors and vision.  Then we work on stats, enemies, combat, inventories… so much left to do!  But at least I’m already the furthest I’ve ever made it on a rouge-like, so I’ve already succeeded at something great!

You are in a box. It is dark. There is no you.

Posted by
Saturday, December 6th, 2014 8:45 am


That is currently the state of my game.  I think you can already see what I’m going for, though:  A single-screen rogue-like!  I’ve always wanted to do a good rogue-like, but never gotten past the planning stages before, so I’m really excited for this one.  Despite the simplicity of this screenshot, I’m actually very close to having full-on level generation up and working – You’ll see within a few hours.

As for pacing – I let myself get a solid five hours of sleep last night since I was wiped out from the week, and have taken a couple breaks for things like food  and stretches so I’m about 6-7 hours into actual development time, split fairly evenly so far between design, research, and actual code time.  Getting to be about 300 lines of code, by raw line count.  More to come soon, I hope


Friday, August 22nd, 2014 8:50 pm

Hi there. Nice to be part of a LudumDare again. Hope all of you’re enjoying this weekend.

My idea is not finalized. Have to go to bed and lucid dreaming about it. Maybe there are possible better ideas for a 48h competition. But here is, what I have so far:

Name of the Game: WhatHappendToBetelgeuse.

Plot: Earth founded a colony at Betelgeuse hundred of years ago. Colonists were traveling via generation spaceship. Successfully they founded a colony. After years contact to Betelgeuse gets lost. What happend. After many years mankind was building a ship with a stardrive engine to be able to look after Betelgeuse and the lost colonists.

Mechanics: Star map is generated randomly. Your ship is starting at earth to reach Betelgeuse. But every turn ship will use power, food and integrity. If you will reach Betelgeuse, you have to visit asteroid fields, plantes and unknown entities on the m,ap to restock your resources and improve the skills of the crew. If there is no food, your crew will loose skill and die after some time. If your energy cells are empty your ship will not move and you’ll loose everything. If integrity is low your ship will use more energy per move and finally will be destroyed.

Thats it so far … here is a rapidly created concept image


Now I have to sleep. Hopefully I’ll be back at 10am MET for development and livestreaming. Bye and good night!

I don’t know what I’m doing!… kinda

Posted by (twitter: @jeromBD)
Sunday, April 27th, 2014 5:36 pm

Well, this game will not be my best Lumdum Dare attempt: right now, I struggle to add basic roguelike features: inventory, mobs, etc. And I have no idea how to add Line of Sight or Field of Vision with construct 2… I made an effective LoS once with Game Maker 8, but Construct 2 is really different. Anyway, I may finish something playable tomorrow for the Jam.

I use tiles from tilesets made by Derk Yu and others found on the Dwarf Fortress team.


I’m starting from scratch

Posted by (twitter: @jeromBD)
Saturday, April 26th, 2014 11:05 am

Well, I spent these last 6 hours working on a idea i liked (controlling dreams & nightmares of a character, his different conscience states, etc.), but the gameplay was really shitty, and I couldn’t improved it  due to my limited skills with construct2… At the end, I started from scratch this afternoon, and now I’m working on a basic roguelike… yes, it’s not very original XD I wanted to create a roguelike since months anyway, and I didn’t have the time to start one, so, afterall, this Ludum Dare is the perfect moment to do it.

I will set the roguelike in a gold mine during the XIXth Klondike Gold Rush. Goals? collect gold nuggets, fight grizzly, avoid ghosts of dead prospector, etc. that kind of silly things.

Graphics will be very basic (ascii tileset probably…).

Dankest Dungeon – a Gameboy Roguelike Demake

Posted by (twitter: @Dahold)
Thursday, March 27th, 2014 4:17 pm

Greetings from the Victory Garden team. For our Mini LD 50 submission, we demade Red Hook Game’s upcoming squad management roguelike Darkest Dungeon, in the style of a Gameboy classic! The game’s not been released yet, so we had to take liberties here and there, but we did our best to stay true to the spirit of the game. Feel free to share your feedback and High Scores over on the project page!

There are a lot more features we wanted to get to, including more monsters, Camp and passive Party Leader skills, a surface and dungeon shops, and a classic Text String save feature. If people like this well enough, we’ll put together a Post-Compo Version with these features and more. But after a few day’s rest… it’s been intense!

...or the stone tile floor, as the case may be.

…or the stone tile floor, as the case may be.


All assets, design, and the game engine itself were produced for the Mini LD 50 Jam. Other than a pre-existing Java code base, and a handful of graphical assets, all content and features were created within 72 hours (with a small break taken between sessions, because it was a practice run). The game was coded using LWJGL, and managed via Trello. Audio was produced using BFXR, Reaper, and featured the Elder Thing VST plugin. Story stylistic development was inspired by Jean-Paul Sartre’s Huis Clos and Joseph Conrad’s Heart of Darkness. Character names came from Behind The, and additional names and literary references run the gamut from European and Greek Mythology, classic Combat RPGs, and H.P. Lovecraft, to works of gothic literature

If you like our stuff, feel free to check out our new devblog, Victory Garden Games, where we’ll be talking about LD plans, as well as some of our upcoming projects! Thanks a ton, and I hope you have a great time playing our game.

Credits and High Scores:

Fireh9lly: Music and Audio Effects (High Score: Infinity + 1)

Magma McFry: Programming Forever (High Score: 5,759)

Solifuge: Director, Graphics, and Game Design (High Score: 4,867)

Vector: Writing and Entity Data Scripting (High Score: 2,923)

Rogue Rush is out, beware !

Posted by (twitter: @Lahssoo)
Monday, December 16th, 2013 6:28 am

Published !!!!

So now, let’s go to bed…



Rogue Rush Progress

Posted by (twitter: @Lahssoo)
Sunday, December 15th, 2013 4:20 pm

Somehow progressing !

Rogue Rush

Rogue Rush to the final crush !

Posted by (twitter: @Lahssoo)
Sunday, December 15th, 2013 12:09 pm

Our Main Menu

Rogue Rush Main Menu

Rogue Rush Main Menu

Slow progress and having a bad flu :(

Posted by (twitter: @gsarwohadi)
Sunday, December 15th, 2013 3:13 am

Struggling to get dungeone finished in time while having a terrible flu is just terrible. I’m beginning to doubt I’ll be able to finish the game, unless some serious feature cutting. Anyway, just got the pathfinding and FOV done:


Making an attempt to be in.

Posted by
Saturday, December 14th, 2013 10:23 am

Coming out of a really rough work week, I managed to sleep for about ten hours and I still feel horrid… but I’m gonna try to create something this weekend!  Still just starting out with the idea phase, but I’ll probably work on a rogue-like using Python/Pygame.  Great success for all!

For those who love kittens…

Posted by
Saturday, August 25th, 2012 5:33 am

It’s the current state of my game .

It generate a dungeon, then put blues kittens in it (and the player).

What this has to do with evolution, you might say ? Well, It generate exactly 133 blues kittens …

Muniverse (microverse)

Posted by (twitter: @louroboros)
Monday, April 23rd, 2012 11:01 am

Do you like space?

Because I decided to work on what I’m calling a space-roguelike. The easiest way to describe it is Star Control 2’s real-time combat/flight meets Desktop Dungeons’s simplicity/brevity.

Here are some early/non-final progress shots from recently to give you an idea:

Here are some older screenshots.

Well. I knew this was too ambitious for the 48 Hour compo, so I’m hoping to have something playable for the Jam. Wish me luck (I haven’t slept much the last few days…)!

Shaping up very well!

Posted by (twitter: @feyleafgames)
Sunday, April 22nd, 2012 11:59 am
Screenshot 3

Those pink circles look mighty hungry!












Okay, the game is really close to finished. I still have a couple sound effects to make and finish the in-game README reader. I never made a title screen, so there’s that too.

I love this game! I’m so busy playing through the levels, enjoying the randomness.

The point is, it’s almost done. I decided to name the game ‘Everlasting,’ because tiny worlds are so tiny, they could never fill the universe. Also, because the game doesn’t have an end event, it just cycles for as long as you feel like playing. The little guy you control is just reborn over and over in different places. Hmm, that’s an interesting concept really…

To everybody finished already, congratulations! This is going to be one of the most memorable Ludum Dares in history.

It may be possible

Posted by (twitter: @Marantyr)
Saturday, April 21st, 2012 11:31 pm

Well the single player portion is going quite well,

When items are in, you will be able to use them to effect other player’s worlds. This might be something like: summoning a buffed enemy, siphoning their life, instantly spawning a few enemies, increasing their world level, etc.

This all depends on if I can get the network online before the deadline, I guess I won’t be sleeping tonight!

Try the early build here:


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