SatiRogue
revengate
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SatiRogue
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Godot for a roguelike. Pros and cons?
The 3.x source code is here: https://github.com/lewiji/SatiRogue
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Any examples of using Godot with .NET6 to create a 3D game?
one of the mods in the discord is working on a rogue like in c# with Godot: https://github.com/lewiji/SatiRogue
- Is Godot actually viable for commercial 3d games?
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.
What are some alternatives?
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client-godot - A long term progressive resource management text based MMORPG being developed in Godot.
egui - egui: an easy-to-use immediate mode GUI in Rust that runs on both web and native
Turks-Crawling-Dungeon - A roguelike by Noah Sotolongo (Mangosauce).
Axes-Armour-Ale - A fantasy, ASCII dungeon crawler for Windows, Linux & OSX
RelEcs - A lightweight and easy to use entity component system with an effective feature set for making games.
navni - Textmode / pixel graphics display library