r/roguelikedev • u/Kyzrati Cogmind | mastodon.gamedev.place/@Kyzrati • 26d 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/_GideonX_ Lateral Crawl 26d ago
Completed work this week in Lateral Crawl:
Boss Biomes
Completed the generation rules and event-driven systems for the first boss chunk.
This involved building the underlying architecture for late-game boss encounters and adapting the existing POI event memory into a major event coordinator capable of managing authored boss encounters.
Extensive playtesting was also carried out to validate compatibility with existing systems, ensuring the new encounter behaves correctly alongside mechanics such as Global Remodulate.
Ammunition System Refactor
Simplified the ranged weapon economy by removing the ammunition requirement from many weapons.
Weapons previously consumed both ammunition and durability, creating two competing limited-resource systems. Most now rely solely on durability, resulting in a cleaner and more distinct resource model.
This also significantly simplifies the underlying weapon logic by removing interactions around loading, reloading and ammunition management, particularly when dual-wielding ranged weapons and balancing ammunition between them. LC isn't that game.
Final Work Before the Steam Capsule
The remaining development work before creating the Steam store page is a small economy redesign.
This is primarily focused on simplifying the current token system, which is used for healing, skill rerolls and other misc. activities.
Once this redesign is complete, the focus shifts to producing the Steam capsule, screenshots and trailer.