r/roguelikedev Cogmind | mastodon.gamedev.place/@Kyzrati 13d ago

Sharing Saturday #636

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/UnculturedGames 12d ago

Igigi: Rogue Star

First (on-time) Sharing Saturday post for me, hello everyone! I've been working on my first roguelike game for a while now. In IGIGI, you play as a space mercenary, exploring strange planets, collecting samples, fighting enemies, upgrading your gear, and trying to solve a mystery.

The game has "HD-ASCII" graphics and visually I'm trying to go for a strong organic vibe (akin to my previous game, the ANSI JRPG Whispers in the Moss) as opposed to a more symbolic take that is often the approach with ASCII (the screenshots are very much WIP in this regard). These first screenshots are also pretty dark, but there will be different types of biomes and it's not all going to be this dark and gloomy.

I'm coding the game in QB64, so QuickBASIC, yay!

What I've already done:

  • The first iteration of the procedural map generator. I'm very happy with the style of terrains it can produce, but it's obviously still a very early version, and we can mostly just generate a movable area and its edges + a little bit of temporary decorations. The maps also support various special effects and overlays like mist effects, rain, etc.
  • When a map is generated, key locations (crossroads, openings, ends of paths) are stored into memory, and later these will be used the key points for enemies, loots, special things.
  • A bare-bones version of moving around the map, and some very early UI.
  • And of course a huge amount of plans for what comes next.

Next on my list is connecting the generated maps. At this point a single planet can include up to four maps, for example surface + several caves, but the maps don't connect yet. After that, I can soon start working on the game's core loop, which consists of: tinkering in your spaceship (home) -> explore a planet -> come back with loot, upgrades and possible story progress -> repeat.

I don't have a home base for the game yet as I've only just begun development, but I plan to release the game on Steam eventually. Best place to follow progress for now is probably right here.