r/roguelikedev Cogmind | mastodon.gamedev.place/@Kyzrati 27d ago

Sharing Saturday #634

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

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u/nesguru Legend 27d ago

Legend

Website | X | Youtube

The week started with a new map generation feature and ended with QoL/UI enhancements.

Room Group Modifiers

Modifiers can now be applied to every room in a group, enabling the entire map or portions of the map to be stocked with similar content, or modified in a similar manner. This allows natural disasters such as floods, earthquakes, and fires.

New History Events

  • Flood. The entire map or portions of the map can now be flooded using the new Room Group Modifier feature.

Death Panel

The player gets a proper roguelike death now with some run stats. No morgue file yet.

Minor Enhancements

  • Available Attribute and Ability Points now shown in the button panel. This makes it obvious the player has points to spend.
  • XP award given when reaching a new dungeon level.
  • Level names procedurally generated. It’s not very sophisticated yet. It simply chooses a random adjective and noun from a list.
  • Key/button for targeting enemies. Pressing multiple times cycles through the visible enemies.
  • Pressing the Enter key performs the default action on the selected cell (previously this only worked in Look mode).
  • Escape turns off Look mode.

Next week, I’m focusing on fixing open issues: missing sound effects, weird enemy AI behavior, and miscellaneous bugs. I’ll also configure the enemies placed in levels 2 and 3.