[h2]Hello World![/h2]
I suck a social media. I have no clue how to navigate its filthy waters, and I ask for your undeniable forgiveness in this matter. With that said, I have a
Patreon where I post all of my game updates. I've come to realize that the chances of you visiting it are slim to none. Therefore, I've decided (in my ultimate wisdom) to start posting everything here as well. Does that mean I will be posting in both spots... yeah probably, cus I don't know any better...
SO without further ado, I give you how we got to version 0.9.0a (a.k.a. Cave Cricket) in order from first to last.
EDIT: Pretty much each entry represented a minor change in the game, so to simplify, because I ALSO such at versioning, I've represented each devlog entry as a minor revision in the version. If you were wondering... Not that you were, just IF you were.[h2]C:\ALONES~!\DEVLOG.EXE 1[/h2]
Originally posted on August 19th, 2024Hello world. Good, now that we've gotten THAT out of the way!
As my second game, A Lonesome Tale, enters its third month of development, I'm starting to see an actual game starting to emerge and am becoming a bit more excited about the possibilities.
But, what IS the game about? Well, I'm glad you asked!
A Lonesome Tale will be a turned based, dungeon delving roguelike that relies heavily on randomization and borrows concepts from games like Dungeons & Dragons, Diablo and Nethack.
While a fair amount of mechanics are already programmed, there's still a good amount of work to be done, and I plan on providing more of a 'roadmap to release' once I get more of the core mechanics in place.
So, let's play some #devlog catchup, shall we, in no particular order (this is gonna be a long one...):
- The Inventory System is in place, including 13 different equipment slots and 29 general slots. The 13 different equipment types you can wear are:
- Cloak
- Helm
- Shirt/Chest Armor
- Leggings
- Boots
- Gloves
- Weapon (Melee)
- Weapon (Ranged)
- Ammo (Ranged)
- Ring (Left Hand)
- Ring (Right Hand)
- Necklace
- A pickup/drop system for items has been programmed in, allowing for each item to be automagically picked up when walked over.
- Movement is integrated in, allowing for the usual Up, Down, East, West type tile movement.
- The Dungeon Generator itself is up and working, probably around 80% (ish) as there are still some issues with wall sprites not appearing where they should, etc.
- A LOS (Line of Site) system was crafted to support both the enemy A.I. and a 'fog-of-war' system that only reveals parts of the map that the player can see, hiding other parts they can't see. I've left the view at 360 degrees and the range at infinite, though this 'may' change depending on which direction the lighting system heads in.
- Speaking of enemies, the collision system is also in place, allowing the hero to attack enemies, enemies to attack the hero, bouncing off of walls and picking up items.
- Oh! I chose a pretty slick color palette off of Lospec for all assets. I think it helps to really give the game a polished feel right out of the gate.
- Basic AI Mechanics are in place, so the enemies can move about when not actively hunting the hero, giving the dungeon a more lively feel.
- UI components have been crafted, including the Main Menu screen and the Inventory/Stats screen.
- The item, Hero and Enemy generators are in place, albeit far from perfect, and I made the decision to apply the same attributes to my enemies as I did to my hero. The different primary skills are going to be:
- Strength
- Agility
- Vitality
- Perception
- Intellect
- Charisma
Of course, there's a plethora of little things I haven't listed here, but I figure I can save some of that stuff (such as how the dungeon generator actually generates or the actual dice rolls going on behind the scenes when a hero collides with an enemy) for my Patreon ONLY section, so if you're interested in posts of that nature that go into more of the detailed workings behind my games, check out the Patreon Tiers I have to offer.
Thanks for checking in, and if you have any questions or comments, feel free!
[h2]C:\ALONES~!\DEVLOG.EXE 2[/h2]
Originally posted on August 20th, 2024Today, I added some new mechanics while sitting around watching serial killer TV shows on HBO Max. I can't sleep anyway because of dumb COVID. Thankfully, it hasn't been anywhere near as bad as the other time I had it a few years back, and I'm already on the mend after only a few days.
- Added a new item perk/flaw system based on the condition of the item when generated.
- Added new damage/armor systems for the three different types of weapons damage in the game: Edged, Piercing and Blunt. These makes combat a bit more interesting and adds a bit of strategy to wearing different types of armor vs. just slathering on the armor with the highest protection values.
- Made it so whatever weapon or shield you have equipped will now show up in your little character's hands as you adventure around the map. (I might do something similar with armor/clothes if I can get it to look right... we shall see)
- Improved on the enemy A.I. movements and made it so they now face the right way when moving around the map.
- Added a handful of new weapons and armor and re-colored them to fit the color palette.
I also did some work outside the game:
- Discord Server is UP and ACTIVE! (Give me a shout for an invite or join a Patreon Tier to grab an exclusive role)
- Twitter/X account set up for #gamedev purposes. Find me at https://x.com/ScribedSkull.
- Same with Facebook, which you can find at https://www.facebook.com/scribedskullstudios/
I might do some more work tonight, since I'm not nearly tired yet, even though it's 1 in the morning. If I do, and it's something significant, I'll throw it up in tomorrow's #devlog.
Talk to ya's then!
[h2]C:\ALONES~!\DEVLOG.EXE 3[/h2]
Originally posted August 22nd, 2024Oh man, lots of updates that took way too long to do! LOL I've been dealing with Covid, and it's kinda' been a bitch having to slum it on the couch these past few days, but I'm glad the fam and my woman didn't catch it. As for the game, some big updates to the engine!
- Both my first game, Cease To Breathe and the new game, got Steam store capsule overhauls. Hopefully the improved eye candy helps make those sales when release happens! For anyone wondering, I used Krita to make all those capsules and Aseprite for all the pixel art in my games.
- Added healing potions!!! I'll need to refine them, as I'll have to refine ALL of my current item objects, but it's pretty sweet I can heal my character now between battling the Evil Chickens of the Underdark!
- Added some UI tweaks, including a health bar on the main screen, and added the control graphic to switch to Ranged attacks.
- Added shield graphics that appear on the hero graphic when equipped. I'm still thinking of making almost every equipped item become wearable on the main screen if I can figure it out, but so far it's just weapons and shield.
- Started to add the first ranged weapons, as well as ammo types (There are three: Arrows, Bolts and Bullets). I also plan on throwing types of weapons which will follow the same mechanics as firing a ranged weapon, so will most likely add those (throwing daggers, etc) at the same time I finish the ranged weapons.
- Fixed the mechanics for equipping bows/arrow combinations and made it so damage isn't shown unless you have both equipped. If the ammo and the ranged weapon aren't both equipped, it displays N/A for damage.
- Started to add a Debug Toolbox. Reason being, trying to rely on randomization when testing items or manipulating the code to only produce the thing I want to test takes way too long. Toolbox will be able to spawn any item or enemy and alter character and enemy stats. This tool is on my immediate to-do list. I'll need it if I ever want to release this thing before NextFest comes around in October.
- DRUMROLL Okay, the thing that took over 5 hours to figure out but I finally got it figured out: Stackable Items. Item stacks will be limited to 99 and I still need to make a way to separate stacks, but otherwise, they work pretty sweet.
- Made it so if you double click on a stackable item in inventory, it will combine all the same types into a single stack. Pretty sweet QOL add right there, lol.
Overall, I think I'll be able to get this bad boy into some sort of demo release for Nextfest. Right now, all I need for the Steam store is 5 in-game screenshots and then I can send in for review, so I plan on getting those tomorrow and getting the store active.
I'm going to take a break now and watch some Masterchef.
[h2]C:\ALONES~!\DEVLOG.EXE 4[/h2]
Originally posted on August 25th, 2024Update time folks!
I've decided I REALLY want to release for Steam Nextfest, so that's my deadline for the Early Access Release! Due to this, I will be working on a 'map of goals' of sorts detailing what still needs to be done in order to meet this goal! I'll post on all my socials once I have something. Meanwhile, here's the latest updates!
- Added a brand spanking new title screen with a Patron scroller! I'm planning on one of the next Patron Tiers to include some unique perks, mainly having your name mentioned on the title screen, as well as being used in-game for some of the randomly generated lore. I haven't decided if both perks will be on one Tier, or separated out yet.
- Added new ranged, melee and magic icons to the UI on the game screen so you can flip between all three attack/actions.
- Added a ranged attack system (that totally works) and can only be activated when a ranged weapon and ammo are both equipped. WILL BE RETHINKING THROWING WEAPONS
- Added an overworld map! This was something I toyed adding after I entered Early Release, but due to changes on the game loop, I needed to get this made now.
- Added the obligatory ‘Press E to interact’ which will be used mainly on the overland map for talking to NPCs etc.
- Added shopping mechanics! I have major plans on the overland portion of the game, which require the ability to both buy and sell - SO - I got the buy/sell mechanics built and working! (I might have to include a patron post on how I coded it, since it was actually pretty slick in my opinion)
- Re-organized code and master sprite sheets. (When I am coding, sometimes I am just flat out lazy and put things everywhere. Decided I should probably organize things into their proper groups.)
- Added some new lore, such as the King's Letter, which kinda' tells you what's exactly going on, why you’re even in the game world, etc.
- Removed the Weapons Quality/Condition/Magical/Cursed systems and replaced it all with just the chance for an item to be considered 'special'. This still allows for a weapon to be cursed, magical, etc - BUT - helps to simplify the code and mechanics greatly. I may add overworld shoppes that can do things like further enhance an item. We shall see.
I have a solo acoustic show this afternoon about an hour and a half from home, so it will be a little bit later until I am able to work on polishing the selling/buying mechanics and sit down and work on a proper goal map on what needs to absolutely get done before we can enter Early Access! I admit, it will probably be a little bare bones at the start, but all the systems are in place to add new things quickly and release nightly builds.
On the Steam Store page agenda, I still need the five screenshots and I need to rework the store description before I can get that active. I think I am being a bit anal about not having really cool screenshots full of awesomeness and, in order to meet the Nextfest deadline, just need to get something up, so the page can be approved.
Until next time!
[h2]C:\ALONES~!\DEVLOG.EXE 5[/h2]
Originally posted on August 29th, 2024Welp, it's been a few days and a lot of progress has been made!
Here's the latest!
- The Steam Store is pushed back a few days. Unfortunately, there were a few changes I needed to make based on their review, but I anticipate we will be going live VERY soon!
- The store/shoppes system was tweaked a bit more and some bugs removed. Look for more store tweaks in the coming days (mostly UI related). I am anal sometimes with the way UI looks and often have to remind myself that the most important thing right now is getting a functioning game out to you all... With that said, I STILL can't leave it the way it currently is (lol).
- The Overworld map got a HUGE upgrade and will be getting more in the next few days. Resource gathering on the Overland map is now a thing and is, in fact, REQUIRED in order to be able to build most of the stuff you're going to be able to build. And speaking of building...
- A new Writs & Nodes Construction system was build from the ground up. In order to make any construction, an official writ needs to be purchased as well as the proper resources gathered. A node system allows any construction to be placed pretty much anywhere you want on the large Overworld map. You are also able to move constructions you have previously built... just don't lose your writs!
- A new settlement population and naming system was implemented! Name your settlement and be proud!
- More code cleanup. (I have a lot of this that's going to need to be done...)
- Dungeon Generator got some more upgrades and fixes to make it even better/cleaner looking.
- A bunch of little things that I can't quite remember at this moment due to me not writing anything down (lol). Sorry, I'll do better next time, I swear!
I still need to get a roadmap out as well as adding more enemies, items and the final pieces of the gameplay loop (i.e. hero dies, new hero arrives, exiting the dungeon, etc) and will be hitting it hard this month in order to make the scheduled Early Access release date of Steam's next Nextfest! If you have any questions (or just want to yell random stuff at me) check out my socials and all that.
Until next time, folks!
[h2]C:\ALONES~!\DEVLOG.EXE 6[/h2]
Originally posted on September 6th, 2024
Good morning, all my roguelike connoisseurs!
Exciting news! The
Steam page is LIVE! Go there now and Wishlist A Lonesome Tale!As for the updates, I have a few!
- Added Overworld details! We got sticks! Also things like grass, a place to gather stone, etc. I'm a bit of an 'overthinker' so I'm being critical of myself when it comes to where I place objects, but I'll get there!
- Reworked enemy AI mechanics. Now enemies can roam and hunt without walking into each other or the walls. I opted to do an if/then kind of AI vs. Construct's built in Pathfinding since it's so much quicker and less resource intensive.
- Speaking of enemies, I added my first two REAL enemies... a spider and a bat! I mean, it's not an RPG unless you're fighting spiders, rats and bats on the first level, is it? Oh and enemies now have a chance to drop loot which can be used to craft with or sell for gold.
- I've been going back and forth over how I want to handle the build system and opted to place a new 'Destroy' button right on the UI screen (it's the icon that looks like a shattered shield right under the Build Hammer). Hopefully this will make things a lot easier moving forward. I've also opted to remove the writ/permit system entirely and go for a more 'blueprint' system when it comes to the large constructions. We'll see what that turns into in the coming days.
- Added a day/evening mechanic to the game world. During the day, you are free to go 'dungeoning' and exploring and during the evening you are limited to the town doing town tasks. This allows for a nice balance between adventuring and building and also offers up a way to progress the underlying storylines and systems. Plus, I can do some cool night scenes then.
- You can now enter AND exit the dungeon! ... and then re-enter! Each time the dungeon is randomly generated and every time you exit the dungeon, the day turns into evening. There is no time limit when in the dungeon, but if you wait too long on the Overworld screen during the day, it will eventually transition into evening.
I have a vacation coming up this week and will be gone having fun in the sun, as it were - but this will offer up plenty of time for me to work on the game as well. I have plans to keep adding items, enemies and new mechanics and my hope is to STILL get the Early Access out by mid-October. Now, for the bad news, I missed the deadline for Steam Nextfest 'Officially' but I still plan on releasing at the same time anyways. (Apparently I was to register by September 3rd. Yeah, I suck).
Anyway, thanks for everyone who has already wish listed the game! I still plan on coming up with a roadmap of features to come so look for that soon!
Talk to you all very soon!
[h2]C:\ALONES~!\DEVLOG.EXE 7[/h2]
Originally posted on September 15th, 2024Good afternoon, all my fellow roguelikes and roguelikettes!I'm back from vacation and back at the coding! Honestly, there was very little work done on the game during my vacation (despite my intentions) but there has still been progress despite this!
- Enemy ranged attacks and effects have been added! Spider's can web you, for example, resulting in a hero being held vs. their strength modifier every turn.
- Line of Sight system received an overhaul and is still getting the bugs ironed out of it. It all works at a base level, and enemies are affected by LOS as well (i.e. they can't see you around corners, you can't see them, etc). The map is revealed as you explore and transitions into grayscale when you leave those areas. I expect to have this system 100% by Early Access release and will be ironing out the bugs this week.
- Item stacks can now be split up! You can take 1 from the stack by holding CTRL and drag/dropping, or you can cut the stack in half by holding SHIFT and drag/dropping.
- Overhauled the inventory UI a bit just to make it more flashy. I might have to do something similar with the attributes, but for right now I am digging the improvement.
- CRAFTING! Yes, crafting is now a thing and works in the same vein as Minecraft, where there are four separate crafting slots that you use to make new items from old items. This new crafting system will go hand in hand with the construction system (i.e. you will need to craft smaller things into bigger things, and when you have the correct bigger things, you can then build even bigger things. I will be including blueprints in game to help players figure out some of the crafting formulas.
We are getting close to release time, at least for the Early Access, and I have a few MAJOR components I still need to get in place before this can happen - mainly the following:
- Hero Death needs to be handled. When a hero dies, a new hero is created and sent from the king so you can continue playing.
- Subsequent dungeon levels need to be generated when a player goes to the next dungeon level.
- Day/Night cycle needs to be finalized. This also includes lighting elements both on the overworld map and in the dungeon.
- First elements of the quest lines/tutorials need to be refined.
- Some sort of Save system needs to be put in place (I am still undecided if this is absolutely necessary for first release, but if I can complete the other elements I want quick enough, I might look at how I can get a save system in place right off the bat)
Anyway, that's where I'm at! As a reminder, the store page is up and active
here.
So go wishlist it!
[h2]C:\ALONES~!\DEVLOG.EXE 8[/h2]
Originally posted on September 17th, 2024Good evening!
Well, I've been working long and hard on getting the key items done that will allow for A Lonesome Tale to be released out into the wild so you all can have a taste! Here's what's up:
- Death is no longer 'Game Over'! Each time you die, a new character is appointed to take over the task of seeing the Kingdom's plans come to fruition... So now you can have your permadeath AND your cake!
- Day/Night cycles are in game and working! Go questing during the day and mull around the campfire at night! You'll need to either sleep or die to advance to the next day.
- And speaking of day/night, I added fancy new lighting effects to both the Overworld AND in the dungeon. The dungeons have been outfitted with the new LOS (line of sight) systems as well as the new adventuring by torchlight. This just makes the dungeons feel much more ominous and dangerous.
- SAVE GAMES!!!! I spent the better part of 9 hours today building and refining a save game system that WON'T break when new updates come out for the game. It's pretty slick, and I am quite proud of myself on this one (lol).
- Added NWJS and Steam Overlay and Achievement support! While it's a way out yet, there will be Steam Achievements at some point.
- Game versioning and Steam Store updates! Since I am terrible at deciding what constitutes a major/minor/patch, when it comes to versioning, I've decided to just add 1 for each new #devlog entry to the minor version, 1 to the major on each stage of the public releases and 1 to the patch whenever it suits me. I also decided that each release should be named after a D&D monster. Taking all that into consideration, we are now at v0.8.0a (Cave Cricket).
I had to push the release back to November 2024 on the Steam page itself, but I believe the first accessible Early Access release will be out before that time. Next steps will be:
- Tighten/re-organize the code... yet again.
- Add more enemies and items.
- Tighten up the UI for the Build Menu and NPC Menu.
- Add more quest line components, crafting and buildables.
- Bug test, Bug test, Bug test!
Since the game loop is built and a player can save their game, at this point, it will be up to content and bugs (or lack of) before I take the leap to Early Access availability. It's a balance, since I don't want people to immediately shit on the game in the reviews. If I continue at the pace I'm moving, we could see release in as early as two to three weeks time.
Anyway, I'm going to go back to it, but I felt it was important to get another #devlog out considering the progress.
Until next time, toodles!
[h2]C:\ALONES~!\DEVLOG.EXE 9[/h2]
Originally posted on September 21st, 2024Happy weekend everyone! I've got some updates for you all! I spent the better part of the last three days refining the save game system AND completely overhauling the game's User Interface! This was a rather large project (despite what I initially had hoped) but it's finally completed, and I can move on to bigger and better things!
The next few days will be spent:
- Decluttering/reorganizing code
- Adding enemies and items and having the dungeon get progressively harder as you venture down in it.
- Implementing other dungeon mechanics, including doors and wall torches!
- Refining the first few quest items.
- Refining the details page in the UI to display as much information as humanly possible.
- Designing a 'Contact The Dev' button that can be used in game to give feedback on bugs, ideas or just to say 'Hello Sam!'
- Fixing bugs as I find them!
I still fully plan on releasing into Early Access this October (even though I missed the Nextfest registration period). If I can keep on moving forward at this brisk of a pace, I feel like it shouldn't be too long now...
Until next time!
[h2]Conclusions[/h2]
And that, my dear friends, takes us to v0.9.0a (Cave Cricket).
So, stick with me as we navigate this ocean we call 'gamedev'.
See you all on the next update!
[h2]
Sam[/h2]