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Messages - lazythunk

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1
I like your design, it looks both mystical and technological. How's it going with your game now? When we could expect alpha? :)

Thanks, it's hard to say other than quite a while. I have many ideas right now and haven't cut my scope much.

2
Hi,
 I've been a lurker here for awhile, I finally wanted to post about a game I'm trying to make. I've made a few roguelike prototypes in the past and in the last few months I decided I'm going to try to create something larger that people can play. My goal is to create a roguelike which has extensive content and game mechanics (a kitchen-sink-included roguelike) while still having a coherent design.

Development:

  • Written in C (--std=c17)
  • No engine just game code and Win32/Vulkan
  • Rendering is handled in Vulkan with a single-pass renderer I wrote
  • Pixels: Aseprite and Clip Studio Paint
  • Code: just Vim, Make, and Clang

Features

  • single player
  • turn-based gameplay
  • expansive multi-tiered levels
  • Lua API for modding and TASBot support
  • 3d path finding
  • fixed-perspective isometric FOV with both single plane and full view
  • pixel-perfect mouse support
  • game controller support
  • unique AI per individual monster as well as generic monster type
  • inventory and equipment system
  • hunger and eating perks systems
  • combinatorial gameplay mechanics (verbs may apply to any noun/object)
  • dynamic lighting
  • in-game level editor

Planned

  • Netplay features
  • Bones files
  • Polymorph system
  • Magic/Tech
  • Music/Sound
  • Mac/BSD/Linux versions

I appreciate any interest. Apologies if this is the wrong place to post lmk.

🧙‍♂️


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