RogueWorld: Proc-gen action adventure platformer^Newer Gif^
https://twitter.com/OctopusTophatHi! My name is Brett
I've been making a game since May 2014 that I call "RogueWorld".
So why did I start making this game? Well, I play a game called towerclimb,
http://www.davioware.com/towerclimb and it was done by "Davioware" and his brother in their spare time. They made all of the art and music by themselves. After talking to davioware for a few months, I wondered if I could make my own game. I started with heavy inspiration from towerclimb, and now it's kind of become it's own thing.
My background: I'm 18 years old. I've always been interested in making games since I was a kid. I used to mess around with gamemaker when I was like 12, just making sprites move. But I never made anything that could be called "a game". I used to be obsessed with little big planet. I've made some crazy things, like a bejeweled twist remake, and a cpu. So I started to understand more about logic, and how games were put together. At around 15, I developed an interest in programming, and due to some home-moving issues, I stayed home for an entire year of school. We said we were homeschooling... we totally weren't... BUT! I learned C++ in that time. I started making music at around 14 with korg ds 10, and beaterator for the psp. Eventually I learned about chords and stuff on my own, and picked up piano. I've been making music in LittleBigPlanet 2 for a while(
https://www.youtube.com/playlist?list=PL31102FBB687545A7), and now I've finally moved on to a professional program, fruity loops. So I'll be making all of the music for the game.
The freakin game:Okay so what's the game about? Well..... there's a lot. It's draws inspiration from games like towerclimb, spelunky, vagante, borderlands, dark cloud, mario 64 (yeah really), risk of rain, terraria, and much more.
So what makes it different from the other roguelike platformers you ask? Here:
-COMPLETELY procedurally generated levels The levels won't consist of premade rooms stitched together. Each level will look vastly different from the last, and you will never know what kind of terrain to expect. You might ask how, and the truth is, I haven't implemented this yet. But, I have come up with a theory(is that what it's called?) that I think will work well. It ensures there is an open path from the entrance to the exit of the level, but other areas/secrets might require you to use a grappling hook or portal gun to get to. You'll just have to trust me on this bit for now.
This was an absolute must for me. I hate seeing the same room in rogue legacy/spelunky/etc. over and over again. It gets stale seeing the same obstacle you've seen MANY times and utilizing the same actions to overcome it. My generator will make obstacles on the fly. They won't be perfect, and you might end up in impossible situations, like "there are just too many spikes to get up to that ledge." But there's going to be LOTS of items/abilities dedicated for movement. Plus, you can climb, so jumps that are too high aren't even a thing. There's also bombs to blow up blocks.
-Procedurally generated weapons "Well that doesn't sound THAT original." Okay okay, I hear you, but these things are different in my game. There are only 5 classes of guns and 5 classes of melee weapons, but the amount of randomization in each one is ridiculous. They're not just stats like damage/knockback/rate of fire... I mean those are there, but there's much more. For instance, a gun might have gravity bullets, splitting bullets, bullets that move in a wave, instant bullets that don't have a travel time(they just hit the enemy immediatly), charging shots that turn your gun into something like out of a metroid game. Those are called "fire modes", which each gun has 5 of. Additionally, there are "alt fire modes" on each gun. Each gun class has 3 different alt fires that it will associate the gun with, for example, a grenade launcher. There's even more, weapons can have elemental effects. So far there's fire, electric, slime, poison, ice, and virus. And also the bullets are procedural.
-Weapon upgrading Each weapon can gain xp from killing enemies. When it levels up, you can fuse attachments to it to upgrade it. There are two types of attachments: Boosts and Mods. Boosts work like in dark cloud, for the ps2. You find a gem looking thing in a chest that says Knockback+2, which does the obvious. Mods work like gun attachments in any modern FPS. They can give weapons special abilities. But they are a little more crazy than the stuff you'd find in COD. Things like bouncing bullets, penetrating bullets, homing bullets, instant bullets, bullets that ride along walls. And there's more "normal" ones like silencers (the game will have stealth!), auto fire, burst fire. These are different from the "fire modes" listed above, because a weapon never generates with mods, you have to find them and attach them. I'm sure this all sounds complicated, but it will be more simple and understandable when you see it. So each weapon has a stat for "attachment slots", so if it has 3, when the weapon levels up, you can select 3 things like knockback+2,reload speed+4,homing shots, and it will fuse them to it, thus, making it awesome. Damage increases automatically after each level up.
-Overworld and level selection You will be able to save NPC's to move into your town and give you new abilies, like fishing/shopping. You'll have a house that you can customize and hang out in whenever you want. When you feel like going into a dungeon, you can pick which one, and what floor to go to, similar to dark cloud. If you feel like taking it easy, or just grinding, you can go to an early floor. Or if you want to make some actual progress, move to the next floor. There are 10 dungeons, and each one will have 999 floors (FOR THE HARCORE!) Of course, to beat the game, you'll just have to kill each dungeon boss at the 10th floor, then the final level opens.
-Dungeons have lots of variety Ya know spelunky? The level types are pretty different from each other. The mines are tight and cramped. The jungles have trees you can climb. The ice levels are very open and have no bottom. That's pretty good, but they generally involve you descending. And they all mostly have the same shape. They're all taller than they are wide.
The dungeons in rogueworld are all super different. One has you climbing a tall, narrow tower. One is a long horizontal jungle. Another type is completely random, like catacomb kids. (The entrance is anywhere on the level, and the exit could end up being 5 tiles away from the entrance, or 200.) One level is almost completely underwater, with a few surface islands. Another one takes place in space, where blocks are REAAAALLY far apart and there's low gravity. Playing a different dungeon almost feels like playing a different "game mode". Each one requires a different play style and different item/weapon choices.
-Randomized enemy stats While the enemies aren't randomly generated, they will have a level. So a level 1 slime might move really slowly, and have a pretty lame attack, but a level 25 slime will be able to totally own you if you are underpowered. Each enemy type will have it's own set of unique stats, like an eyeball that shoots tears will have a "tear size" stat. There can also be elite variations of each enemy. So an enemy might heal other enemies, it might leave a trail of fire, it might blow up when killed. This is 100% inspired by risk of rain.
-Gadgets! These work like badges in paper mario. You can find gadgets all over the place that will change various things about the game. Each one takes up a gadget slot, which you earn by leveling up. So you can't just buy a load of them and equip all of them. Also, each one stacks infinitely. There are no caps at all. Here's some examples:
-enemies take damage when hit player
-killing an enemy damages all enemies on screen
-last longer under water
-jump height increased by 1 block
-increased range for throwable items
-if player has full health, increased running/climbing speed/jump height
There's LOTS more. These will give a good sense of progression and becoming powerful. At the end of your run, your character might be completely insane, just like in binding of isaac.
-The game is long Most roguelikes take around an hour or so to complete. I'm tired of that. I want an experience like minecraft, where I can just come in and play, save, then quit. I'm not sure how long, in terms of hours, it will take to beat the game, but once you beat it, you can just keep going forever. There are no level caps, and some achievements might require to "get to the 100th floor of any dungeon" or something like that. (achievements unlock gadgets for future runs) The game uses a revive system. So it's not quite perma-death. You can buy revive potions, which scale with your player's level, but having more than one exponentially increases the price, and revive traders are hard to come by. So most often, you'll only have 1 or 2. And when you run out, it's game over, for good.
-Crafting! You can find materials around the world to craft items. They can all be found in dungeons, or from enemies. For instance, you can get wood by chopping down a tree in the jungle dungeon, or you can find gears by killing turrets and other mechanical enemies. You can also get materials by creating farms in your town. If you save a beekeeper NPC, you can make a bee farm. As long as flowers are planted nearby, you can have an endless source of stingers and honey. And there's plenty of crops. Some are used for food, but most are used for items. The crafting system is fairly simple. Materials don't act like other items. You can hold infinite amounts of them, and they take up no inventory slots. Recipes only require 2 materials, and you can craft anywhere in the world. Here's some examples:
-grappling hook: string+metal
-torch: wood+wood
-spike grenade: tech+stinger
-rope: string+stinger
-bombs (for blowing up blocks): blastroot+blastroot
All items are consumable, to keep the player looking for materials. Everytime you use a grappling hook, it goes away. But crafting things makes lots of that item. So combining 1 string and 1 metal actually makes 5 grappling hooks. And items stack up to 99. You can think of having a stack of 20 grappling hooks as just 1 grappling hook with 20 durability left.
-Roguepedia Are you tired of looking at the wiki of a game to figure out what some item does all the time? Me too. I hate that. In rogueworld, there's an encyclopedia that you can read at any time that has information about EVERYTHING in the game. Of course, you'll have to unlock each page as you discover items/enemies/dungeons. There will be a page for every enemy type, every weapon class, gadgets, dungeons, items, chests, materials, characters, npc's, abilites, etc. Even game mechanics will be explained, such as how to dash, or how the health system works. Forgot where to find string for that rope you want to make? Look it up in the roguepedia. It'll tell you exactly where you can find it, what enemies can drop it, and what recipes it's used in. There will be plenty of flavor text that you just can't get from a wiki. Like "I've seen string drop from a spider after I killed it. It's really strong. Might be good for making ropes!", then it will follow to list recipes and other information in a more wiki-like fashion. This is something I wish binding of isaac had. And considering my game is more complex, I'd say it's a necessity.