Update v0.3.3 - Game design rant and its a roguelike now!


Continuing along last update's path of majorly changing the game with 0 forethought I've decided to make my game into a roguelike (depending on how you define the term you may disagree with this but I dont really care. I'm thinking in a similar vein to Enter the Gungeon or Binding of Isaac). 

The game actually started with only procedurally generated levels, but because of my poor implementation of the dungeon generation logic, I decided to switch to mostly pre designed levels. I intend to keep these levels in the game, just in a separate mode. For this update I changed the generation code so I could 

  1. have more flexibility with room sizes and shapes, most notably horizontally
  2. the paths connecting rooms matched the way I used tiles in the rest of the game
  3. the minimap works on randomly generated levels - something that took way longer than it should have for me to implement
  4. I pretty easily implemented the new spawning code - using waves - to rooms making them much more interesting.

While I did enjoy the predesigned levels, each one took about 2-3 hours to make, not including the fact that I wanted to include multiple new mechanics per level, meaning some took about 10 hours. To make a full game of just those levels I would have wanted a lot, (maybe around 40-50) as each one only takes 10-15 minutes to play through. On the other hand, each room, depending on how its designed, takes about 10-30 minutes to create and introduces 1 new feature (bringing the total time up to about an hour per room) and I'm looking to make about 75-100. Overall by focusing on procedurally generated dungeons, I can save hundreds of hours that can be spent on other parts of the game. The non procedurally generated levels will likely be used as a tutorial and/or and introduction to the game's lore. 

Dungeon generation wasn't the only change I had to make for this transition. I also added some other new features such as

  1. Boss fights - at the end of each level you will be transported to a separate boss arena, where you will face a robot, stationed there to prevent any animals from escaping the slaughterhouse. These boss fights should add some more opportunities for difficulty, dropping lore, and any other things that can be difficult to do with the procedurally generated levels.
  2. Altars - specifically the altar of the war god, which allows players to choose to spawn more enemies to be rewarded with xp and potentially chests. The way I did the dungeon generation made it difficult for players to fight any more than the bare minimum enemies so this rewards players who are willing to take on an extra challenge
  3. Blood - my favorite new feature, it adds a system where killing enemies grants you blood based on the enemies base max health. Blood grants speed, the ability to dash at the cost of blood, and allows you to activate blood altars. Blood will quickly drain however, meaning you need to keep killing enemies to keep it. Before, there were many situations where the best action you could take was just waiting back for your spells to be off cooldown or building up activation energy (which will likely need a separate patch later) but blood allows you to still do that but also gives another option to go as fast as possible, allowing you to more easily and quickly progress through the dungeon with your extra movement speed and even potentially gain extra rewards. Blood system will likely need some tweaking for boss fights, however.

I made a few other changes such as a super fun and surprisingly functionally coded chain lightning spell, a slightly less functionally coded meteor shower ultimate and spell, juicier UI, and, of course, a bunch of bug fixes.

Files

web.zip Play in browser
5 days ago

Leave a comment

Log in with itch.io to leave a comment.