#A Multiplayer Roguelike Royale Devlogs

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gaunt rivet
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Gonna try to make an update post here every few days to stay consistent πŸ™‚

Since this is the first post, here's a synopsis of the game:
You and your friends try to clear as many dungeons as possible! With each dungeon getting increasingly harder with more monsters, harder bosses, and larger rooms procedurally generated. After each dungeon, gear up by crafting new weapons, buying them from the Guild merchant, brew potions, and upgrade your skills! Startegize! If you all die, the run restarts!

Progress Today:

  • Implemented a pretty solid mission selection system, took about 3 days
  • Three objectives for each mission are possible:
  • Kill Monsters (kill a certain amount of monsters in the dungeon)
  • Slay Boss (kill the boss)
  • Collect Resources (collect different resources in the dungeon while avoiding monsters)
  • Missions help determine the procedural layout of a dungeon
  • Missions scale based on how many dungeons are completed and how many players are connected
gaunt rivet
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04-28-2024 Progress Update

Hello to whoever is reading this! Hope you had a good day. Today, a ton of progress was made refining the mission selection system, stylizing the game, determining an art direction, UI design, and working out some minor kinks in different systems. No long bulleted list, just a short 30 second video πŸ™‚

gaunt rivet
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Notes (what I'm considering implementing):

  • Players start off with set amount of currency each run
  • With this currency, they can choose which weapons and items to buy and use
  • Expands each run by earning more moneys
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(incremental)

gaunt rivet
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May 3rd, 2024

  • Managed to get a decently looking stylized character!
  • Updated some shading to have two tone cell shading, experimenting
  • Aiming for a somewhat detailed, stylized vibe
  • Made some basic clothing stuffs
  • Plan on rigging tomorrow
  • Plan on installing ue 5.4 from source to experiment with animating
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Character as of now πŸ™‚

gaunt rivet
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A Multiplayer Roguelike! Devlogs

gaunt rivet
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Update the character after a lot of good feedback πŸ™‚

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Decided to add back in the pupil and highlight for the eyes πŸ™‚ made a huge difference

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later today I will fix up the hair a bit, right now it looks like a soggy pancake πŸ˜‚

gaunt rivet
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Fixed up his face and hair!!

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Super happy about the hair. It actually looks so much better than before

gaunt rivet
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made some minor changes to his eyes πŸ™‚

gaunt rivet
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A Multiplayer Roguelike Royale Devlogs

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Experimented a bit more with the characters facial structure, last time his eyes were far apart and he had no cheekbone - made some fixes πŸ™‚

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Adjusted the normals of the guy a bit

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Here's a current vs before of the character:

gaunt rivet
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Just a few more adjustments to his head size and eyes

gaunt rivet
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05-08: Dungeon Generation

Tons of work made on the dungeon generation! Managed to enable multiple start rooms for each team to spawn in and configured the generator to have "inbetween rooms" so start rooms won't be directly next to each other, at least a room or two apart.

  • Multiple start rooms, represented in green
  • Dungeon Hub, represented as the red dot
  • Inbetween rooms, either the hallways or rooms inbetween a start room
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The blue crosshairs represent the directions and doors. For instance, a common one you'll see is a horizontal and vertical line making an intersection. This means you will have two hallways connecting that are perpendicular to each other.

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Current I have the "InbetweenRooms" set to 2, I changed it to four for testing and it brought a pretty desireable outcome πŸ™‚