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#rougelight — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #rougelight, aggregated by home.social.

  1. Ruby Radiance
    Slowly building up the Town.
    Got some basic Dialogic placeholder conversations.
    I think I'll have a look at Weapons/Attacks next

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  2. Ruby Radiance
    Slowly building up the Town.
    Got some basic Dialogic placeholder conversations.
    I think I'll have a look at Weapons/Attacks next

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  3. Ruby Radiance
    Slowly building up the Town.
    Got some basic Dialogic placeholder conversations.
    I think I'll have a look at Weapons/Attacks next

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  4. Ruby Radiance
    Slowly building up the Town.
    Got some basic Dialogic placeholder conversations.
    I think I'll have a look at Weapons/Attacks next

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  5. Ruby Radiance
    Slowly building up the Town.
    Got some basic Dialogic placeholder conversations.
    I think I'll have a look at Weapons/Attacks next

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  6. Ruby Radiance
    I still can't reliably import Textures on my .glb files, but managed to mangle something together.
    It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
    Replace with a "Multiple Simplified" and the warning goes away.

    :(

    #gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine

  7. Ruby Radiance
    Godot
    "The text-based scene at path "res://Assets/MeshTest/Inn/inn.tscn" is large on disk (530.3 KiB), likely because it has embedded binary data"
    How to address this?
    i imported the glb from a downloaded Blender file
    I looked at the .tscn and it has some text in it. It seems to have references to the Textures (even though I have tried to remove them from the mesh)
    Apparently I should "save the resources as their own file" HOW?

    #godot #gamedev #rpg #roguelike #gdscript #rougelight

  8. Instead of the Berlin Interpretation, might make my Roguelike follow the Copenhagen Interpretation:
    Everything exists as proc-gen probabilities, until the Player experiences them, at which point the Function collapses, everything blue-screens, I use non-deterministic words, and things on my desk approach relativistic velocities.

    #gamedev #godot #roguelike #gdscript #rpg #godotengine #rougelight

  9. Ruby Radiance
    Snuck in some nice, if probably unneeded, code
    Chest sizes it's Inventory to the number of Items. Then stacks similar items. Removes Empty Slots. Then adds slots so it fills the 3-slot-wide section neatly.

    #gamedev #rpg #godot #roguelike #gdscript #rougelight

  10. Ruby Radiance
    Chest loots seem to be stacking properly!
    Still can't stack from different Chests, but it'll have to do for now.
    Now to write the proper loot tables...

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  11. Ruby Radiance
    Loot Make proof-of-concept is working
    Current issue: All Items are created as Unique i.e. they can't stack with each other, even if they are identical :(
    I suppose I could write a big "Are these the same?" function, but it seems a bit hacky?

    Anyway, more to do

    #gamedev #godot #rpg #gdscript #roguelike #godotengine #rougelight

  12. Ruby Radiance
    Next: Random Loot Generator.
    Ideas: Move loot generator to its own script
    create Base Items, in Categories (Armour: Leather, Maille, Plate. Consumable: Apple, Potion, Scroll. etc) (RESOURCE)
    Functions to add Effects to Base Items, creating actual Items, including 2d and 3d representations (RESOURCE)
    Category will determine what Effects can be added
    More as I start building.

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  13. Ruby Radiance
    A quick review of progress:
    World: UI, Player, current_scene
    Inventory
    Items: Item_data resources feed into Inventory, and pick_up_items
    Town:
    random pick_up_items, shops, chest, portal to Dungeon
    Shops: Dialogic conversations and buy/sell
    NPCs: dialogic
    Dungeon:
    proc-gen rooms/corridors
    Random loot/chests
    Spawn foes
    portals up/down
    foes: Enum State machine to patrol/chase/etc

    #gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine

  14. Ruby Radiance
    Monster Spawning kind of working. Now to build them a State Machine, so they know whether to Idle, Patrol, Wander, Chase Player, or Retreat.
    Simple Enum/Match? Or Full Blown Node-Based Finite State Machine?

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  15. Ruby Radiance
    Can procedurally spawn a monster in each room!
    They wander around randomly.
    Got some glitches to be figuring out, such as these queues, where they can't get past each other

    #gamedev #godot #rpg #gdscript #roguelike #godotengine #rougelight

  16. Ruby Radiance
    After some finagling, I've managed to get a Foe to Navigate the Dungeon (gridmap)
    But I am getting lags and warnings about the Navigation, due to stuff being done at run-time: Dungeon is proc-gen, then navmesh is Baked. Something about "source geometry"? I am struggling to figure what this means.
    I fear that adding more foes will lag even more. :(

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  17. Ruby Radiance
    I was going to do more on Items/Loot. But I decided I needed some Monsters to drop loot, and now I'm all in a muddle with GridMaps, NavMesh, Pathfinding, and it all changed since I last looked at it...
    Could be a long day...

    #gamedev #godot #rpg #gdscript #roguelike #godotengine #rougelight

  18. Ruby Radiance
    Items: Current plan is to define a bunch of "base" items, and then I can proc-gen "Bonus"/"Magical" versions of them.
    I can define a bunch of Effects (Resources?), with what category of Item they can go on, and have a LootMaker script to build them.

    Sound about right?

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  19. Ruby Radiance
    Equipped Items starting to work. A bit too much repeated boilerplate code, but Functional! yay! (The sharp-eyed amongst you may have noticed that there is no Helm category, only Armour. Iron Helm and Linen Gambeson both are Armour, for now)
    I think I now need to build more Base Items, and an Item Factory.

    #gamedev #godot #rpg #gdscript #roguelike #godotengine #rougelight

  20. Ruby Radiance
    Mostly procrastinating, as I don't want to rebuild the entire Inventory system to incorporate different "types" of items (weapons, armour, equipable, etc). I've got "usable", which only works for Consumable items.
    Player has a Generic Inventory, but I'd like a set of Slots (Helm, Body, 2 Hands, etc) that only accept certain types
    Any suggestions?

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  21. Ruby Radiance
    Wrote a very simple "Drunkard's Walk" for my NPCs to randomly wander about - if they get too far from "home", they go back.
    But sometimes they get stuck! I'm not sure if it's a Mesh thing (in which case I don't need to fix it until I have "real" meshes) or a bug in the code :(

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  22. Ruby Radiance
    Godot
    Getting fed up with GridMaps!
    Tried to add some texture to my Dungeon meshes, but the tiling is too noticeable. I think I want to use bricks/blocks instead. But I need to re-do the texture in Blender, re-import, rebuild the Meshes, rebuild the MeshLibrary...
    All seems a lot of trouble.
    Does anyone have a decent workflow for adjusting GridMap meshes?

    #godot #gamedev #rpg #roguelike #gdscript #rougelight #godotengine

  23. Playing with Layout/UI for Dialogic. There's a LOT that can be done, but I think I'll leave it as is, and work on the Logics.

    #gamedev #godot #rpg #gdscript #roguelike #godotengine #dialogic #rougelight

  24. Ruby Radiance
    Dialogic
    Hmmm... struggling to seamlessly pass variables in and out of Dialogic timelines.
    I need my conversations to know about certain data, but don't really want to be passing loads of variables in and out, if I can avoid it.
    Has anyone got experience of this kind of stuff?

    #gamedev #godot #dialogic #rpg #roguelike #gdscript #rougelight #godotengine

  25. Ruby Radiance
    Dialogic can call Variables from Global scripts (e.g. PlayerManager.player.stats.name) This will be useful.
    Not sure how, yet! I'm sure I'll find something to do with it!

    #gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine

  26. Re-watching some "Goodness Gracious Me!", and I'm getting Roguelike vibes.
    Not sure if "Everyone is Indian" father:
    "Civ 7? Roguelike! proc-gen maps! Permadeath! No meta-progression! Roguelike!
    Call of Duty? Roguelike! Of course, just look at it!"

    or "Going for an English"
    "The Randomest thing on the Menu!"
    "With ASCII characters!"

    #roguelike #rogue #rougelight #BerlinInterpretation