v0.170 - Dungeon Developments
We meet again, friends. I come to you today with an update for the video game in question, let's waste no time and get right into it.
Dungeon generation
I rewrote the dungeon generation algorithm from the ground-up. Most of the issues from the first iteration stemmed from how rooms were placed randomly within a given area, then eagerly connected afterwards. This meant that hallways could be too long and overlap in weird ways, and generally just looked ugly. The new algorithm uses relational room placements, i.e. a new room's position is based on an existing room's position, which guarantees more structure and offers more control. I also took the opportunity to expand on the rooms themselves: they used to be purely rectangular but this is no longer the case, as they now use pre-authored layouts for their base shape. This offers much greater environmental variety.
UI
I remade the in-run UI, opting for a more compact layout. Keeping all the important information in one place is beneficial since it means you don't need to dart your eyes around the screen.
Also, I finally added an often-requested feature: a map menu! You can open the map at any time by pressing M, which shows you the entire dungeon: hovering over a room tells you about its type, and the outline tells you whether you've visited it or not. Rooms are initially marked as "Unknown" with a gray outline, you can only see their information upon reaching an adjacent room. This means that despite you being able to see the entire dungeon, you can't just go straight to the exit portal without exploring first.
Miscellaneous
Other changes in the update don't fit so nicely into categories, so let's go over them in turn.
Characters are no longer tied to their elemental affinity directly—instead, elements are assigned dynamically on instantiation. Enemies are now split based on their behavior rather than their element, which is nicer to work with from a developer perspective. All Watchers now share the same variants, meaning big Watchers (and even miniboss Watchers) can be fiery, icy, or shocky. Mines are split into two categories, explosive and gaseous, with the former having blazing and freezing affinities and the latter having poisonous and corrosive affinities.
The shop scene introduced in the last update was very rushed, especially in the animation department. I've completely reanimated the shopkeeper to fix it.
There's also this now.
Many playtesters struggle with making mixtures in tough situations, so I added a brief time slowing effect upon pressing CTRL. It's not significant enough to give you time to think, it's just there to give a small window to enter inputs before the battlefield changes too much. Note that this slow effect is not present in hard mode.
Other than bug fixes, that's everything, folks. I appreciate the support I've gotten from all you fine people, I'll keep working (somewhat) diligently to improve the game. Thanks, and see you next time.
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Get Alchemickal
Alchemickal
Wreak havoc with the power of alchemy in this roguelite twin-stick shooter!
Status | In development |
Author | rodbotic |
Genre | Action |
Tags | 3D, Fantasy, Procedural Generation, Retro, Roguelike, Roguelite, Singleplayer, Top-Down, Twin Stick Shooter |
Languages | English |
More posts
- v0.160 - Bountiful Buffs86 days ago
- v0.150 - There's a Tutorial NowSep 06, 2024
- v0.140 - A Fresh Coat of PaintJul 05, 2024
Comments
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awooga
good progress