CodenameEmpty
revengate
CodenameEmpty | revengate | |
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4 | 15 | |
6 | - | |
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3.3 | - | |
27 days ago | - | |
Python | ||
GNU General Public License v3.0 only | - |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
CodenameEmpty
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Sharing Saturday #468
Most of my time has been put into creating that Arena content I keep going on about. Outside of that I also created a documentation markdown file (found here HERE) regarding the dialogue system. The document isn't complete, as a bunch of extra options/features aren't documented in it yet, but at over 2k words, I hope its a good start to understand the system haha.
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Sharing Saturday #450
I've also been using GitHub's issue tracker to keep track of all the features and changes I still need to make to the game, so feel free to look through the projects tab to see what updates are planned for the future. Anything in the "In Review" column is in the Nightlies branch, just waiting for final review to be pulled in to the mainDev one.
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[2023 in RoguelikeDev] Codename: Empty
GitHub Repo (Last Updated 22.08.28) | Project/Kanban Board | GitHub Nightly Branch (Last Updated 23.01.04)
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Sharing Saturday #357
You can look at all of the source code for my project on my GitHub Repository. I've been using GitHub's issue tracker to keep track of all the features and changes I still need to make to the game, so feel free to look through the projects tab to see what updates are planned for the future. I strongly recommend that you don't try playing the game yet, as I am getting close to releasing my first real playable version of the game, and currently most of the content is just development tests to make sure various systems are working.
revengate
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Sharing Saturday #474
The old Python version of the game had a perfect separation between calculations and presentation, so it was really easy to make a simulator for it. With Godot, presentation is coupled more tightly, but I think that the work I did on perception and visibility should be enough to run combats faster than game-speed (monsters that you can't perceive move without animations).
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Sharing Saturday #473
OK, I went a bit wild with the summoning spell. If you squint, you can probably guess how it works. The key is picking good looking decals to start with, then it's just a bit of pixel shifting with some colorization.
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Godot for a roguelike. Pros and cons?
Oh no! It's in open testing in a few countries and I guess that Google Play prefers to pretend that the app does not exist if you are from somewhere else rather than saying that its region restricted at the moment. The code is here and you can see what it looks like on my devlog.
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Sharing Saturday #458
I couldn't find a good sound effect for the explosion, so I ended up voice acting it.
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Sharing Saturday #457
You are in luck because I'm more than happy to share! https://gitlab.com/ygingras/revengate/-/blob/main/src/ui/water.gdshader
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Sharing Saturday #455
Revengate – a steampunk roguelike for Android – Website | Git repo | Downloads
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Sharing Saturday #454
Revengate 0.4.0 went out to Google Play (also available for manual side-loading). This release includes the monsters stat page, monsters who remember what happened to them, non-aggressive rats, dialogues, and a skills system that is not exposed to the players yet, but which already reduces the number of misses during the typical encounter.
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Sharing Saturday #450
I added victory conditions, so you can finally win the game rather than infinitely bashing monsters. I have a few things to tidy up, then I will probably push a v0.3 build to Google Play next week.
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Sharing Saturday #448
You read my mind! I was stuck with my previous overly complicated and brittle level generator and I would find all sorts of excuses to browse the news rather than writing code. So I tried writing monster descriptions instead and I sent a few commissions out. I really liked the results and it boosted my motivation, so I did it again a few times. It's kind of hard to stop once you have the ball rolling, but you obviously can't make a game with only a killer bestiary, so I took a break from sourcing arts.
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Sharing Saturday #447
I merged the Godot implementation back into the main git repo. There are still a few design docs that should be updated to clarify if they refer to the Python or to the Godot code.
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