#EverRogue: Fantasy Roguelike

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formal jacinth
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Dev log 1:
Been conceptualizing this game for a while, but was always intimidated by building the combat system. I’m actually really excited about how it’s coming together. I’m almost to the fun part of combat; implementing strategic elements.

https://youtu.be/-rkiPGxv23s?si=E592YOvyjdqdZ62j

https://youtu.be/U6bfbFFqXaU?si=1SgmIbidIfBPYoYW

Sneak peek at the combat system in #EverRogue!
Turn-based tactics meet hero synergy in this roguelike fantasy journey.

▶ Play video

Added in some art that represents "The Best I can do."
Added in a music track for combat that I feel has +3 to Slap.
Animations seem to be simple, but reminiscent of the early final fantasy attack animations, and I kind of like that.

What I intend on do.
Drawing a weapon that each attacker attacks with.
Updating SFX to represent the bit style...

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formal jacinth
formal jacinth
#

https://youtu.be/JT31HRcgJU0
we have a magic system, boys, and it looks pretty freaking dope!

Implemented the beginnings of the magic system. It applied Banes (Debuffs) but I don't have a way to visually show that yet.

I feel so much promise in this project right now.
I understand the art is weak, and that's an issue of funding, if I ever find any. the systems in place are ready to replace with higher quality assets should I have that o...

▶ Play video
formal jacinth
#

https://youtu.be/mTpc0ZBrj1A
an update on the goodies.
I'm so excited to show off how the combat system is growing. It feels good, it's responsive, and overall I cant wait to create difficult scenarios to strategize through.

We're putting in the work.

There are still some bugs in the environment, but overall Its coming together nicely.
Combat is starting to feel like actual combat, I'm able to imagine scenarios where that would be really fun and really challenging using these mechanics.

I still want to add a dodge mechanic into combat, and maybe a timed "Impact" b...

▶ Play video
formal jacinth
#

I've been trying to get a small snippet of content to share each day that I work, and today was INCREDIBLY productive!

I cleaned up a bunch of bugs.
reformatted my charactersheets to allowe for more animations.
I've been noodling on different kinds of boons and banes to add to the game, as well as "Attack all", "bane all" or "boon all" abilities. Theres a lot of cool stuff to add in, and it seems that each particular action takes about 1 full day to implement.

I still need to add in the periodic effects like damage or health each turn and come up with a way to present that visually AND in the UI.

I know I need to overhaul the UI, as much is it runs the function of what it "needs" to be, deep down, I hate it, and don't have much of a vision for how I'd like it to look. That'll likely come later. (if you read this and have Ideas, feel free to DM with ideas.)

The next thing I'm going to do is make my first Wave Based dungeon. It'll be a location on the map . the UI will illustrate how many battles are in it and it will provide a difficulty rank. this one will be designed for 1 hero to complete, and after completing the player will unlock a new hero. I will likely iterate on this experience multiple times before I have it to a place where I feel like it teaches the game adaquately (this will effectively be the tutorial dungeon).

one ability I really want to include in the game is knockback.

there will be abilities that will attack all even/odd numbered spaces based on the space index they currently stand on (so it sort of lets them target, in a way) . and if you have a character with knockback, you could knock someone into or out of that space.

There's so much cool stuff I could do, and my head is swirling with ideas. I can't wait to keep this coming.

formal jacinth
formal jacinth