Fujo's Devlog

December 14

Level generated

3:12 am So, they say “you can’t make a roguelike game in 48 hours, that’s why we have the 7 day roguelike”. I will try anyways. So far got the level generator (graphics to be raplced with something I draw during the LD):

Level generated

Hello world!

5:09 am Even if I fail this time again, I will have something useful from this. I made reusable, general-purpose window-drawing routine.

Actual graphics

8:09 am This is the actual graphics that I’m going to use. I still need to draw the monsters.
Drawing a Miko costume in like 4 pixels is not easy…

First monster

10:14 am I have the first monster, and some basic looped animations.

First monster

The monsters are alive

4:12 pm The monsters now walk around, attack and chase the player if attacked. I also added full animations, so it’s no longer jumping from tile to tile.

The monsters are alive

December 15

Good morning

4:04 am I have objects in the dungeon, and the exit to the next level, so you can now go further, and the next level has more monsters. Next are stats and items.

Good morning

Items and inventory

8:03 am You can pick up items and look at them in your invetory. You can also deal damage to monsters (and be hurt yourself), but there is still no death.

Items and inventory

Death and item throwing

9:58 am You can now actually kill the monsters, and you can die yourself. Killed by monsters or of hunger. You can now eat food, or throw it at the monsters (doesn’t do anything yet), and there is a generic weapon item that you can equip for no effect. I will now let myself procrastinate a little by designing a new level theme for the boss level.

Death and item throwing

Boss level

12:00 pm Normally I spend too much time on the graphics, and barely finish the game. This time I’ve been stopping myself from that, but since there was good progress gameplay-wise, I allowed myself to indulge a little…

Boss level

Finished

5:20 pm So I added lots of new items: weapons, amulets, spells, food, etc. And they all have effects both on you (when you use them) and on monsters (when you throw them). There is a very basic intro screen, and no proper death/victory handling, because I honestly don’t want to break a working game just to add them at the last moment. There is no soud – I submit this as a solo entry. There is music for this game, done by P, but as this is not jam, it will only be in the post-compo version. Besides, roguelike games are meant to be played with your own music playing in the background.

Please play it and let me know what you think: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=11694

Finished

Source: ludumdare.com archive

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