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890642 Posts in 33509 Topics- by 24748 Members - Latest Member: CherrySlug

June 17, 2013, 09:12:35 PM
TIGSource ForumsDeveloperFeedbackDevLogsMicRogue - New Build - July 11th
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Author Topic: MicRogue - New Build - July 11th  (Read 32837 times)
JasonPickering
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« on: November 23, 2011, 08:26:48 PM »

Okay Guys so I am going to try and make a game during the thanksgiving break. it may or may not happen, but we will see. I will be reusing a lot of code and art to speed up the process. The project will be done in flash, with the possibility of transferring over to Iphone, if the game is any good. I am going to try and update this devlog so everyone can keep track. Feedback would be greatly appreciated as it will help me out.

Mockup:


Okay so its a simplistic Roguelike. The player will have 10 HP, and every enemy dies in 1 hit. now usually a player would dive deeper in the dungeon fighting harder and harder monsters and defeat the boss. Well in this the Player does not go any deeper. They are given a wave of Enemies. after that wave is defeated the player is healed and then braces for the next wave. Its basically taking Horde mode from most popular FPS games and using it in a Roguelike setting. the wave will be very small and an entire game should take about 2 to 4 minutes. My goal is bite sized gameplay.

Current Build:
- land generation
- Player Movement
- Monster AI
- One Monster Type (Purple Slimes)

Next Build Goal:
- Monster Caves (Monster Spawn Points)
- Enemy Waves
- Place Holder UI
- First Boss Monster

My next Post will cover one of the following subjects. what would you like to hear about.
- Land Generation
- Spells
- Monsters
- Art

and as always leave me some feedback and any ideas you have

P.S. I also need a name. I was thinking MiniRogue but I don't know if I like it. sounds pretty generic.
« Last Edit: July 11, 2012, 11:45:49 AM by JasonPickering » Logged

mooosh
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« Reply #1 on: November 23, 2011, 08:29:28 PM »

looking adorabull

you can come up with something better than MiniRogue for sure
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JasonPickering
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« Reply #2 on: November 23, 2011, 08:31:55 PM »

yeah I need to. its so generic. OOOOOOO how about MicroRogue.  Cheesy
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wademcgillis
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« Reply #3 on: November 23, 2011, 08:41:08 PM »

FEMTOROGUE  Big Laff
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thatshelby
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« Reply #4 on: November 23, 2011, 10:06:31 PM »

Love the graphics you have going on. I think i remember posting a procedural generation concept for you with a mockup.
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eigenbom
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« Reply #5 on: November 23, 2011, 11:30:11 PM »

nummy pixels u got there
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JasonPickering
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« Reply #6 on: November 24, 2011, 05:10:24 AM »

Thanks guys. Right now I have idles in and enemies explode in satisfying little clouds of dust.

Theophilus: was it for the island generation code? Right now I have small islands built similar to the Rooms in Zelda. Still trying to figure out what to do for the land mass. Not sure if I want just one big island with stuff on it or not.
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« Reply #7 on: November 24, 2011, 05:25:38 AM »

I think of all aspects of the game, the most difficult one is balancing a randomly generated game. I don't have many wise things to say about this, I am not sure how to do it myself. Except for maybe tons of playtesting.

For a name I think some sort of background or what kind of game\settings this game has.
The charcter looks like a dwarf or a bearded guy.

Maybe call it "Monsters annoyance". lol. Or "Monsterous pests".
You probably want a light hearted name?
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Hangedman
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« Reply #8 on: November 24, 2011, 06:39:53 AM »

"Worst Vacation Ever"
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« Reply #9 on: November 24, 2011, 06:50:14 AM »

Yea, heh. Only an indie dev can think of free time to relax as an opportunity to work on a game.
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Hangedman
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« Reply #10 on: November 24, 2011, 06:57:59 AM »

Nah, I mean could be the title. Add some palm trees, make the hero dressed in sunglasses and trunks. Or just keep it as is
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happymonster
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« Reply #11 on: November 24, 2011, 10:31:43 AM »

Hurrah, DevLog! Smiley

Name ideas:

Waves & Caves
Monster Isles
Crush the Rush (ok, getting silly now)
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jotapeh
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« Reply #12 on: November 24, 2011, 10:42:02 AM »

it's so cute  Kiss
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JasonPickering
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« Reply #13 on: November 24, 2011, 12:12:11 PM »

Thanks guys. Still trying to figure out animation. I have idles left and right. Not sure if I want to do attacks. I would like to, but it might be hard to animate. Also enemies explode in a nice puff of smoke
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« Reply #14 on: November 24, 2011, 12:16:02 PM »

You could have the enemies and players bash into each other with the victim bouncing away and shaking left/right a few pixels before returning to their square.

BTW: I think the grass might be a tad too bright and vibrant..?
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