hexkritor

LD 42

Roguelike for LD is finished

Finally finished the roguelike game

Have a try to escape the dungeon

https://ldjam.com/events/ludum-dare/42/alchemist-dungeon

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Alchemist Dungeon now on web

And now you can play Alchemist Dungeon in your browser. Sounds awesome, right?

Also thanks for first wave of feedbacks. It will help to make this game better

https://ldjam.com/events/ludum-dare/42/alchemist-dungeon

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Alchemist Dungeon Post-jam version released

This version adds some game mechanics, which not added to jam version due to lack of time

What's new?

Levels

Levels.PNG

  • Increased ammount of gold to open the exit door
  • Added transition to next level
  • Increased difficulty based on level

Shop

Shop.PNG

Between levels you can spend your gold for healing or buying an upgrade, making your surviving a bit easier

Upgrades

Upgrades.PNG

From this version you can upgrade your character. For now there are 4 upgrades available:

  • Convertion (heals you when you pick gold)
  • Fast Recovery (reduces recharge time of oxygen after taking damage)
  • Fast Breathing (reduces recharge time of oxygen to max)
  • Strong Breathing (increasing the max of oxygen you have)

Other stuff

  • Changed image of health
  • Increased size of player (sprites and hitbox)

Play the game here: https://ldjam.com/events/ludum-dare/42/alchemist-dungeon

Development secrets in Alchemist Dungeon. Minimap

This post inspired by @noah-beckman question about how made the minimap in this game

So, let's start answering

First of all, the game zone is the matrix of tiles [N+2,N+2], where N - is dungeon size, so it makes easier to create level map. After the generation of dungeon I use loop [0..N+1,0..N+1] to create a level texture [N+2,N+2] pixels, which will be used later. Blue pixels shows walls and white - free space. Also I create a black fog of war texture with same size.

Next, the step-by-step explanation of map creation called every frame: 1. Copy level texture created earlier 2. Loop [0..N+1,0..N+1] to add info about exit and gas locations 3. Add the location of the player by transforming the coords with Mathf.Round function 4. Apply the changes for level texture copy 5. Loop [0..N+1,0..N+1] and calculate the distance between pixel and player coords. If it less than 5, set current pixel on fog or war texture to blank 6. Apply the changes for fog of war texture 7. Create blank texture [N+2,N+2] pixels 8. Loop [0..N+1,0..N+1] to fill created texture with combinig info of two previous textures. If fog of war pixel is black, add the black pixel, otherwise add the pixel from level with objects texture 9. Apply changes and transform to sprite 10. Show the sprite in UI

The image below represents how it works in game:

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If you want to play the game: https://ldjam.com/events/ludum-dare/42/alchemist-dungeon

P.S: if the game got the 50 rating I'll post the explanation of dungeon generation algorithm

Development secrets in Alchemist Dungeon. Building walls

In this post I'll explain how the walls made in this game

The problem that I encountered is drawing the correct wall sprite depending on the neighboring walls cause of many variations of it. So how to avoid lots of these checks in code? Bits. Let's explain this one

Random Bits.png

Let's suppose we have to choose correct sprite in red-squared tile. At the beginning, we look at the state of neighbors (wall or not) and mark it as 1 or 0 as a bit. After that, we combine all bits to one number from top neighbor in clockwise direction. In this example it will be 01000000b = 64. The found number is a ID for sprite that we need to draw

Pluses

  • constant time to find the correct sprite
  • easy to debug
  • easy to implement

Minuses

  • need a 256 sprite sheet
  • sprite repeating

Test this algorithm here: https://ldjam.com/events/ludum-dare/42/alchemist-dungeon

The rouge wants to play some games

Just looking for games to play. Send the links in comments and I'll rate them

Also you can play my game too: https://ldjam.com/events/ludum-dare/42/alchemist-dungeon

Alchemist Dungeon got 50 ratings!

Thank you all for voting!

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You can find this level in next post-jam update

The post with explanation of level generation will be post soon

Play the game: https://ldjam.com/events/ludum-dare/42/alchemist-dungeon

Post-Jam version of Alchemist Dungeon updated to version 0.2.1

What’s new?

Optimization

  • Decreases amount of memory leaks. Previously, after playing 30 minutes, it shows "Out of memory" error. Hope it fixed now

Levels

  • Added easter egg level. Hope you can find it :smile:

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Interface

  • Added heal and damage floating text above rogue
  • Added skill description after buying it
  • Breath bar works correctly. Previously, it shows only last 3 seconds

Balance

  • Reduced cost for buying skills
  • Skills cost depends on sum of obtained skill levels
  • Skill "Strong Breathing" increment formula fixed

Buges

  • Skill "Strong Breathing" couldn't be obtained from shop
  • Upgrading skill to level 6 crashed the game

Others

  • Rogue max movement speed is set to 1. Previously it could be 1.41 by moving diagonally

Test new version here: https://ldjam.com/events/ludum-dare/42/alchemist-dungeon

P.S.: if you find the easter egg, please, send a post about how you found it :smiley:

Run Rogue Run!

There is no time to explain, you need to play a game:

https://ldjam.com/events/ludum-dare/42/alchemist-dungeon

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LD 43

Minor changes for Forbidden Hel

Just made some changes to make the game more comfortable. Promo.png FH.gif Check the changes here: https://ldjam.com/events/ludum-dare/43/forbidden-hel

LD 44

Ludum Dare 46

Ludum Dare 47

Ludum Dare 50

Cut for Power is now in english

Cut for Power finally got english version

Play and rate here: https://ldjam.com/events/ludum-dare/50/cut-for-power

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