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@orsinium makes a rogue-like RPG
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2020-06-14, path finding (A*)
For now, all sprites are stolen from Pixel Dungeon. Since Pixel Dungeon is under GPL license, I can't actually use it without opensourcing the project. So, at some point I'm going to draw my own sprites. Or pay to a pixel artist, IDK.
the game is real-time with pause and game speed management, like in good old Baldur's Gate. "x1.0" on the right side is the game speed.
Every screen recorder can't capture the whole screen, so all videos are a bit ugly. At some point, I started to run the game in a small window to (almost) fit into the captured area. Actually, the game supports fullscreen.
RPGram pinned ยซHi. I'm Gram (@orsinium) and I started to make a game. Genre: RPG, rogue-like Language: Go Framework: Pixel Start date: 2020-06-03 License: proprietary (I already have too many OS projects) Goal: fun?ยป
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Select items from the inventory, drop them back on the floor. Oh, and the custom cursor.
Sizing things is hard. How big the cursor should be on a big screen? What about the right panel? The text? The map can be zoomed in and out but UI... For sure, I should make it configurable but defaults must be sensible as well.
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Playing animation on actions, showing the progress of actions on the right panel
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Opening doors. As an action or on the run. The first interactive object!
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Bash the door with a torch! Without the fire damage yet. In some sense, the door is the first implemented enemy you can slay ๐Ÿค”
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Logging actions (right-bottom corner), dyslexia-friendly font, darkness-handling for closed doors, hotkeys for the inventory.
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The first AI behavior ("get closer to the hero") and mesh grids. The result looks messy (NPCs try to get around when it's better to just wait a bit) but works.
You can see as I accidentally drop the torch because all actions are on the same left button. This will be fixed when the hero will maintain the attack sequence on its own so no need to smash buttons to attack.

Also, I'm thinking to double the default speed. I almost always play on double speed and it seems the most optimal.
It's time to wake the pixel-artist inside of me
1. Remember visited squares.
2. Fair big pixels. Now every pixel on the side panel and map of the same size. It gives the game a better retro feeling.
3. FPS is 60+ again. Far from perfect bu the best I can do. Thanks to caching caches ๐Ÿ‘€
4. Scenes support. Soon you'll see different menus and buttons.
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better quality ๐Ÿ”ฌ
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The first scene! Context menu (right click) to select an action to perform.