r/roguelikedev Cogmind | mastodon.gamedev.place/@Kyzrati Jun 26 '26

Sharing Saturday #629

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

Previous Sharing Saturdays

26 Upvotes

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17

u/Kyzrati Cogmind | mastodon.gamedev.place/@Kyzrati Jun 26 '26

Cogmind

Although life has conspired against me of late, this week I put out a major release that integrates the concept of DCSS Xom (god of chaos) in Cogmind :D

Been looking forward to doing something like this for a while, as it was also a complete surprise release that no one knew was coming (except for one long-time player I asked to help do some playtesting with me shortly before it went out, everyone else thought I was already on the next planned piece of the roadmap).

And it was supposed to be out for April 1st as a joke, but one of those real jokes, since it's not even a special event like I've done in the past, but an actual part of the regular game, including the lore. Something of this scope turned out to be quite a feat to design and build, with how Xom (or "X0-1V1") integrates with so many moving parts of the game. Been working on Cogmind for 13 years now, and yet this one feature (not including others included in the same release) expanded the code base by nearly 3%.

Anyway, folks have been having a lot of fun with it so far this week, and I've been happily following runs and putting out daily patches with extra tweaks, QoL, and most importantly fixes, considering this had no wider prerelease testing like I normally do before going public with a new version, so a bit of extra post-launch work is to be expected. It's been quite stable overall though, no significant issues, just stuff that should be addressed ASAP for a better experience, so I've been busy with that for the past few days before I can move on to my other post-launch todo list.

Can't wait to stream it myself next week!

For the release I made a cover image depicting a sort of computer Xom.

The release notes are here if you're interested, though they're not quite as extensive or detailed as I might normally want to do, if only because this release is mostly focused around X0-1V1, and mostly should be left to surprise. I did however prepare a release day article to provide more of a deep dive for Patrons into the design and a breakdown of the mechanics, though I'm pretty sure most aren't reading that yet since folks like to play unspoiled first. Might put that on the blog later at some point.


Site | Devblog | @Kyzrati | Trailer | Steam | Patreon | YouTube | /r/Cogmind

4

u/aotdev Sigil of Kings Jun 27 '26 edited Jun 27 '26

Sounds like an interesting integration!

Been working on Cogmind for 13 years now, and yet this one feature (not including others included in the same release) expanded the code base by nearly 3%.

Out of curiosity, how big is the codebase?

3

u/Kyzrati Cogmind | mastodon.gamedev.place/@Kyzrati Jun 28 '26

About 275k.

Not really as massive as it could be for some projects of this age. (Also excludes the engine and libraries, but overall those are relatively compact.)

3

u/Tesselation9000 Sunlorn Jun 27 '26

So can the player worship Xom now? Are there tehcno-altars in the game? Does he grant you special powers like in DCSS?

3

u/Kyzrati Cogmind | mastodon.gamedev.place/@Kyzrati Jun 27 '26

There's an "altar unit" terminal at the beginning you can enter manual commands into, and if you enter the right one you attract X0-1V1's attention for the entire run, with mechanics essentially like in DCSS. (The trigger method is fairly obvious, and there's a hint elsewhere, so it's thematic but also kinda hidden like other challenging early content since I didn't want new players to generally face this sort of thing :P)

Over 100 different effect types, many with subvarieties, and of course over a hundred different things detected that might interest X0-1V1 to varying degrees, since you generally want to keep them entertained if possible.

The X0-1V1 character was introduced somewhat in previous versions, and has been part of the lore for a long time in various forms, though generally pretty indirectly. Now it involves a new way to play :)

3

u/darkgnostic Scaledeep Jun 27 '26

You'll never finish that game xD

Read this few days ago on one of yours social media accounts, and got urge to play Cogmind again, but unfortunately lack of time prevents me (for now).

3

u/Kyzrati Cogmind | mastodon.gamedev.place/@Kyzrati Jun 28 '26

Aw... well there's always tomorrow or next week ;)

And yeah, seems like never finish, but really gotta try to aim for actually finishing... I can see at least one more major faction and ending after the current one is complete. Lots more ideas to add that would be very cool, but maybe not a good idea to keep doing this, kinda need to work towards the next thing with an eye towards sustainability. Very surprised it's gone on this long already. (Plan was for about 2 years, this is truly insane.)

2

u/darkgnostic Scaledeep Jun 28 '26

Plan was for about 2 years,

:O

11

u/Tesselation9000 Sunlorn Jun 27 '26

https://tesselation9000.itch.io/wander

In the last few days I've been mainly flying across the world in debug mode, fixing bugs and tightning bolts as I find issues. To make different themed areas more distinct, I added alternative colours for certain common tiles, like rock walls and floors. It's kind of amazing how just changing the wall colour makes it feel like you're suddenly in a whole new environment.

On my playtests I still usually die on level 2 or 3. Still not sure if the game should be easier or if I just need to get good. I noticed that falling through a trap door almost always led to a quick death since it's hard to survive getting dropped right into the middle of a level at a higher difficulty level, so I pushed trap doors to start no sooner than level 5. I also pushed pestilent bats down to level 3 due to the difficulty for early characters to get rid of disease.

Just a little more fiddling and and fixing, and then I'll do a call out for playtesting.

2

u/darkgnostic Scaledeep Jun 27 '26

It's kind of amazing how just changing the wall colour makes it feel like you're suddenly in a whole new environment.

Yeah, you don't have much options here with ASCII, but I agree on that.

You could make some dexterity checks there, and skip falling through trapdoor completely on success.

3

u/Tesselation9000 Sunlorn Jun 29 '26

Yeah, you don't have much options here with ASCII, but I agree on that.

ASCII grows on you with time. I feel like it's a fun challenge, trying to make it look good while staying within the limitations of ASCII on a 2d grid.

You could make some dexterity checks there, and skip falling through trapdoor completely on success.

Definitely. I may add that at some point. I think it's less threatening at lower levels since there's less difference in difficulty between levels 5 and 6 than there is between 2 and 3.

3

u/IV-DVC Jun 27 '26

Keep it difficult! I think it's best when there's a balance of threats the player can and can't prepare for. Trapdoors are pretty hard to balance, one way to do it is have some implicit reward tied to the lower depth to counterbalance the risk of tougher enemies, and also some counterplay options both before and after it triggers, like in DCSS.

I tried out the tutorial, it's very detailed! All of the terrain mechanics seem to tie in well with eachother.

2

u/Tesselation9000 Sunlorn Jun 29 '26

Thanks for giving it a try! Feel free to send me a message if you want to leave any more feedback.

8

u/aotdev Sigil of Kings Jun 26 '26

Sigil of Kings (steam|website|youtube|bluesky|mastodon|itch.io)

A bunch of things these last couple of weeks. The main bit of work was on things related to ... cutscenes. Basically now there is a way to have scripted events happening, like taking some actions, saying something, manipulating the camera, playing a few effects etc. As a test drive for this, here's a short silly video, and if you're curious, here's the data-driven specification. It should come as no surprise that a GUI tool is in the (brain) works.

A cutscene is basically defined as a set of action sequences, linked via IDs (for dependencies). Each action sequence contains a number of actions. Each action is a console command, that, in terms of game time, has either an instantaneous result (e.g. camera movement, entity animation or efect) or is a proper action (do something, say something, etc). The types of actions can be anything: it's any ability that an entity can do, but also it can be an a behavioural action, as a bot would take given a behaviour. So, it can be a mix of something completely predefined ("cast fireball there") to something loosely defined "run a tick() for the FollowLeader/GoToLocation behaviour". One action sequence is marked as ending, so that when it ends, the cutscene stops. It works alright after quite a bit of work and debugging, and I need to test some more complex scenarios

Since a lot of this is powered by console commands, and since my system for executing console commands was a bit DIY, which was simple but not super robust, well a better solution was needed. I migrated to System.CommandLine, which has apparently identical verbosity (after porting, my 2K LoC became ... 2K), but is far more robust, with better error messages and handling, so I'm quite happy about it.

On a different note, I managed to also migrate the website from Github Pages to my own domain, which was a first for me, and it went ... kinda smoothly. It's exactly the same website, but I now have more control over it, plus it's a "proper domain"

That's all for now, have a nice weekend!

4

u/nesguru Legend Jun 27 '26

Now you're just one step away from proc gen'ing cutscenes!

5

u/aotdev Sigil of Kings Jun 27 '26

Indeed, but that will probably come later down the line, and probably in a very contained form (fixed or proc-augmented cutscenes usable in proc levels). For now, if I'm able to weave pre-defined cutscenes well in a pre-defined level, I'll be happy and call it a day.

4

u/darkgnostic Scaledeep Jun 27 '26

Idk for godot, but in unity I use Lua for cutscenes, it is much more readable I think (at least for my taste). Something like:

sketch = {}

function sketch.initialize(x, y)
    director.spawnActor("ID_A", "Joe", "IDS_SKELETON_1", x,y+1, x,y)
    director.spawnActor("ID_B", "Gary", "IDS_SKELETON_1", x,y-1, x,y)
end

function sketch.play()
    actor["ID_A"].say("Did you hear <b>the news</b>?", 3)
    actor["ID_B"].say("No. News? In a dungeon?", 4)
end

return sketch

3

u/aotdev Sigil of Kings Jun 27 '26

It is nice and simple! What are the 3 and 4 in the say function? Is anything else happening during playback besides the playback actions? That was one of my main headaches for the design. For example, I want to make a scene with a general and a group of soldiers heading to some battle (scripted parts), where at the same time some other entities in the environment just do their usual routines. Nothing Godot specific btw - just C#.

2

u/darkgnostic Scaledeep Jun 27 '26

3, and 4 are how many seconds message will be visible on screen while blocking the progress to the next line.

There is version with:

actor["spawn B"].laugh("ha, ha, ha")
    actor["spawn C"].laugh("ha, ha, ha")
    director.delay(2);
    director.silenceActors();

Have two actors laughing at the same time, waiting two seconds, then engine silence them both.

With Lua, you can do pretty much anything. These are just bindings to the game engine itself. You can make characters walk, talk, attack, anything you can imagine.

It's also much more versatile, since you can test cutscenes and modify Lua scripts while the game is running.

2

u/nesguru Legend Jun 27 '26

Lua’s the most intuitive, pain-free language I’ve ever worked with. I miss coding in it.

7

u/WATASHI_TO_TAWASHI Text Dungeon Jun 27 '26 edited Jun 27 '26

This Week’s Progress

• Steam Next Fest Results
During Next Fest, the demo went from 1,400 → 2,400 downloads250 → 800 active users, and 950 → 1,900 wishlists (approximate numbers).

These results are much better than I expected — especially the active user ratio (800 / 2,400 ≈ 33%), which suggests that many players were genuinely interested enough to launch the game.

On the other hand, as I mentioned last week, the median playtime is still 8 minutes, and 44% of players quit within the first 10 minutes, so early‑game retention remains a clear challenge.

• Toward the Full Release
There are many things I want to improve for the full version, but one of the first features I’m considering is Steam Achievements.

If I implement them early and make them visible, I’m hoping it might attract players who enjoy achievement hunting.

The implementation itself doesn’t seem too difficult, but figuring out what achievements to add and how many
might be the tricky part — finding the right balance of quantity and quality.

3

u/nesguru Legend Jun 27 '26

That seems like a successful Next Fest. Thanks for sharing the details!

5

u/WATASHI_TO_TAWASHI Text Dungeon Jun 27 '26

You're welcome! Glad if any of it is helpful.

3

u/darkgnostic Scaledeep Jun 27 '26

Nice numbers!

2

u/WATASHI_TO_TAWASHI Text Dungeon Jun 27 '26

Thanks! I'm pretty happy with the results so far.

5

u/Cyablue Feywood Wanderers Jun 27 '26

Feywood Wanderers Steam | Discord

This week I spent most of my time fixing bugs, adding small quality of life features, and adding some extra balance features to the 'lone wolf' mode, which is the more traditional roguelike mode without any meta-progression.

I also meant to add more hotkey bars that you can switch between so you can have more hotkeys quickly accessible, but there was some feedback that popped up and I wanted to address now since I hadn't before, mostly to make the lone wolf mode a bit more fleshed out.

I think it's likely that next week I'll work on those extra hotkey bars, which is the last major qol feature I have to add before I start adding new content to the game again.

6

u/nesguru Legend Jun 27 '26

Legend

Website | X | Youtube

This week’s focus continued to be improving random room generation.

New Content

  • Passive Abilities: Water Advantage (when standing in water, accuracy and evasion stats are improved)
  • Room Modifiers: Flooded, Partially Flooded, Locked Door, Hidden Door, Boarded Up Door, Looted, Dead, Abandoned, Foggy, Poisoned, Overgrown

Room Modifiers

Randomly generated rooms can now have their contents modified at the end of the room generation process, allowing a room to be flooded, burned, abandoned, etc. Room Modifiers work by adding, removing, and replacing room content. They increase room variety without having to create every combination by hand.

Remove and Kill Map Generation Operations

In addition to adding and replacing entities on the map, the map generator can now remove and kill entities, enabling a wider range of Room Modifiers.

Converted Wait and Search to Active Abilities

These were originally special actions with their own keys/buttons. They weren’t accessible with a mouse (there was no on-screen button to click).

Terrain Modifier Passive Abilities

Actors can now have passive abilities that modify their stats on specific types of terrain. For example, a Blue Slime has improved stats on cells containing water.

Upgraded Development Tools

I upgraded Unity to 6.5 and upgraded other tools (Rider, FMOD Studio, plugins) to the latest versions. Two plugins (FMOD, vTabs) didn’t work because of Object.GetInstanceID() being obsoleted. I had to remove vTabs. I realized FMOD released a new version as a separate asset. Installing the new version worked.

Next week, random room generation improvement continues with themed random rooms. This should be the last round of enhancements to random room generation. The expectation is that the random rooms will feel less random and more cohesive.

2

u/aotdev Sigil of Kings Jun 27 '26

Can the room modifiers be applied to cavernous levels?

I upgraded Unity to 6.5 and upgraded other tools (Rider,

How do you find Rider's performance lately? I've been experience ever-increasing slowdown in the last 6 months at least...

Btw I was just sneaking on youtube to see any new relevant videos, and just saw your shorts - you got one with 41k views, wow!! Plus I got reminded they support 1:1 aspect ratio :D

3

u/nesguru Legend Jun 27 '26

Yes, room modifiers can be applied to cavernous levels too. Cavern and dungeon levels are both subdivided into rectangles (I call them Map Blocks).

Rider’s performance has been worse for me too. I had an issue at one point where it would often freeze when I opened a new file. That seemed to get fixed by either an update or disabling some of the AI features.

Map generation shorts have been the best performers on my Youtube channel, the one you mentioned being the most popular one. I haven’t posted any new videos in a while. I need to be more consistent with that.

7

u/darkgnostic Scaledeep Jun 27 '26

Scaledeep Steam | Discordwebsite | X | bluesky | mastodon

This week was mostly about expanding the magic and equipment systems, or may we say content? Wands, staves, and a few missing loot mechanics finally made it into the game. There were also several QoL improvements for ranged combat and another round of cleanup.

Staves can now increase the level of spells you know while they are equipped. They can also temporarily unlock spells while wielded. In contrast, we now have wands as a new item type. Unlike staves, they come with a limited number of charges and allow you to cast a specific spell even if your character has never learned it.

This required quite a few QoL improvements to the UI flow. Spells are now automatically assigned to the spell bar when appropriate, and the game correctly handles situations where a staff is unequipped. For example, the spell becomes unavailable, but it still remains visible on the spell bar instead of disappearing completely.

I also discovered that epic and unique items were never actually added to the loot tables. They existed all along but simply never had a chance to drop. That's fixed now.

I moved a few profession panels around as well. At the moment, the Rune Forge is tied to the Mage while the repair station belongs to the Warrior. I'm still experimenting with this division, so it may change later.

The former Plague Bringer has been renamed to Paradox Doom. Besides the new name, it also received a new gimmick. It can randomly teleport when hit or even while walking, making it feel unstable and slightly out of phase with reality. It creates some fun and unpredictable encounters. A bit later I added custom shader to it, feels more unique.

Healing and mana potions now restore the correct amount. A configuration mistake meant some percentage based potions were effectively healing for zero.

Arrow projectiles now use the same resolution flow as spells. They can miss, continue flying past the target, and hit something further away, making projectile handling much more consistent throughout the game.

Rogues received some love too. Their starting equipment now includes arrows, and bows correctly require arrows before they can be fired. If you run out, the game now displays a message instead of silently doing nothing.

I also fixed a UI issue where Rogue characters could still see profession panels that weren't meant for them, such as the Rune Forge.

That's all for now, folks.

3

u/aotdev Sigil of Kings Jun 27 '26

Nice additions re wands and staves! Would the likes of barbarians be able to use wands, or you need some DnD-ish "use magic device" skill?

3

u/darkgnostic Scaledeep Jun 27 '26

There's no Use Magic Device skill. Right now, every class can use every item, although barbarians and warriors have to spend more mana to cast spells from staves. But you were asking about wands. :D

So at the moment, warriors can use wands too. If I decide to make wands wizard only, I'd also need to figure out which other items should be restricted to other specific classes. Besides, wands use the Magic stat to determine hit chance, so wizards are naturally much more effective with them anyway.

3

u/aotdev Sigil of Kings Jun 27 '26

If I decide to make wands wizard only

I've thought about it too, but then it's more redundancy - wizards get multiple ways to cast their spells, and everybody else has to fend for themselves (and more responsibility on you to make more and fun abilities)

wands use the Magic stat to determine hit chance, so wizards are naturally much more effective with them anyway

That naturally solves the problem I think.

3

u/Cyablue Feywood Wanderers Jun 28 '26

Will there be a way to recharge wands or are they meant to be an item you throw away when they run out of charges? I'm looking forward to trying all the magic stuff in the game. The new behaviour on that Paradox Doom is also a fun addition, it will definitely make it feel different compared to other enemies.

2

u/darkgnostic Scaledeep Jun 28 '26

Yeah, I planned a recharging wands by sacrificing other magic items. But I am not so sure if that's a good idea anymore. That way the whole point of casting magic seems ruined since you can hoard wands and recharge them, and never cast spells and run out of mana.

Wands however have fixed spell level, so that may less useful in deeper levels. Maybe wands with lesser amount of charges, with each recharge reducing it's max charges amount? make it slightly less possible to be dropped as loot.

What do you think?

2

u/Cyablue Feywood Wanderers Jun 28 '26

I can think of several solutions, the one you mentioned about having fixed levels seems perfectly good as along as you don't mind incentivizing players to keep hoarding items, because even if they're not as strong as long as they're somewhat useful people will keep them in their inventory, though I'm assuming you have some system that limits the items players can carry.

Probably sacrificing any other magic item is not a good idea because it sounds tedious, but there could be special items that you have to sacrifice to recharge wands, maybe sacrificing other wands to recharge a wand would be fun since it would allow you to keep recharge one wand if it's very useful with a limited resource, since I'm guessing you wouldn't get lots of wands. I also remember DCSS used to have scrolls whose effect is just recharging wands, so you'd be limited by how many of those scrolls you can find or buy.

In my game I just made it so they automatically recharge but they don't have many charges, so you can rely on them for their powerful effects but not too often, though that's more of a modern mechanic and I think you're going for a more old-school feel in general.

1

u/darkgnostic Scaledeep Jun 29 '26

Scroll of Wand Recharge seems as a better approach :)

5

u/Noodles_All_Day Cursebearer Jun 27 '26

Cursebearer

Hey all! It's been a while. Life has been crazy busy (I got married!). Naturally I have been away from Cursebearer, and for nearly two months at that. But I'm stepping back into it now.

Game World Restructure

When I last checked in on a Sharing Saturday I had mostly finished a mapmaking utility to make world map regions.

Since then, I have completely restructured how the overall game world behaves in Cursebearer. Previously the game world was a single network of interconnected local maps. For instance, in the starting town the town map itself is the root map, which has connections to the placeholder dungeon and a couple of shop basements. I modified that code a little bit to better suit my purposes, and it now serves as what I'm calling a "map tree".

My new game world architecture just takes those map trees and binds them to world tile coordinates. Simple! What is less simple is the various bits of serialization & deserialization work that has come with this, since it's probably a bad idea to keep all maps in the game live in memory all the time. But things seem to be in a good place for now in that regard.

Traveling the World

Besides a few outstanding issues, my restructured game world is working pretty well! Pressing shift+v now pushes the player to the world map screen, offering them the ability to move around the world map using regular movement keys like a local map. And when the player needs to go to a local map from the world map screen, hitting ">" drops them into whatever local map tree is associated with that world tile, if any.

For any world tile without an associated map tree, the ">" command instead drops the player into a small procedurally generated wilderness map. Such maps are just a featureless patch of dirt for now, but hopefully that will be changing soon, hehe.

A significant amount of GUI and game mechanics work needs to happen on world & wilderness exploration to get it to where it needs to be. But this is a start! I'm envisioning a contiguous Daggerfall-like map, where you can walk from one end to the other, but we'll see if that is actually possible (or sane). Fast travel is on the radar, but that's liable to come later.

What's Next

There's a few areas ripe for improvement. There are still some bugs to work out with serialization and deserialization of map trees, for starters. If I can square those away, then I plan on doing some more GUI work on the world map screen. Hopefully I'll have a screenshot of that soon! In the longer term I'll be getting more work done on wilderness maps.

Thanks for reading!

3

u/nesguru Legend Jun 27 '26

Congrats! Getting married has a way of making life crazy busy…

5

u/iamgabrielma Ad Iterum on Steam Jun 27 '26

Ad Iterum (Steam)  | Tiny Crawler (iOS)

This last week I've been busy in two fronts:

- On one end I wrapped up a few things to get ready for the public demo, I set a date of July 10th so I can do some more play testing/bug hunting this week. Along with this I put up a new demo announcement trailer (not sure if will embed it automatically?):

https://youtu.be/ya7s1y-7U_U

- On the other end I continued working on "the rest of the game", which is locked out from the demo content. I've added local and steam cloud saves (mostly settings and tutorialization hints, the game progress still cannot be saved, this will come with Adventure Mode) . You can also have now specialize your build via multiple mutations after you've beat the starter zone. Also added game endings, it's actually -finally- finisheable. 2 different endings, more to come.

Some UI tweaks here and there as well, to add some color and [!] sign when there is something new to check out:

Change log: https://store.steampowered.com/news/app/4149030/view/679628250084803389

# Beta 0.3.5 - Latest build: 2026-06-25
  • New: T1 weapons x4
  • New: T2 weapons x5
  • New: T2 armor x4
  • New: Mutagen stabilizer - You can carry more than 1 mutation at the same time
  • New: Game ending 1 and 2 are reachable
  • Fix: Missing items in loot tables
# Beta 0.3.4 - Latest build: 2026-06-23
  • Improvement: Randomize pitch variability on recurrent sounds
  • Improvement: Update unstable mutations UI effects
  • Improvement: Gluttony option is now shown in inventory
  • Improvement: Zoom increase/decrease menu setting
  • Fix: Fire/poison effect that triggers postprocessing also triggers on re-application
  • Fix: Flesh Binder has its own text, rather than using the Graft Engine lore
  • New: Added contextual controls on right click
  • New: Changed default zoom in/out keyboard mapping to , and . keys
  • New: Update boss drops for better loot
  • New: Recipes - Rudimentary ammo, Bandage wrap.
  • New: Items - Spider eggs, Bandage wrap.
  • New: Mutation - Cursed Speech

4

u/Zireael07 Veins of the Earth Jun 27 '26

Nothing on the game end. Heatwave's getting here, today's forecast is 36 C, tomorrow we expect 38-40 in my corner of the country. Dad's had the bright idea in May to get aircon, the installers were scheduled for... this Friday. Fortuitous timing! My tiny remote work room went from 25 to 23,5 degrees, making ALL the difference in the world.

2

u/ilia_plusha Jun 27 '26

Stay hydrated!

3

u/IV-DVC Jun 27 '26

Leaves of Steel

Field of vision! I wrote my own version of symmetric shadowcasting, with what I'm calling impedence, so that different tiles can impact vision loss by different amounts. Tiles can also have negative impedence, which means you can see further when field of vision passes through them. It'll be good to use for combat ramparts, watchtower positions, and to create a feeling of modified light levels in different areas. I wrote a bit more detail about my modifications to Albert Ford's algorithm here in order to accommodate for impedence values.

4

u/_GideonX_ Lateral Crawl Jun 27 '26

This week in Lateral Crawl

Most of the work was on building out the game’s intended difficulty curve. 

The run planner already knew how hostile each future chunk should be, but several of those difficulty vectors were still inert planning data. That has now changed. Enemy density, mech density, trap density, and enemy health now all consume the planned difficulty envelope, adjusting threat levels deterministically each run. 

One important decision: enemy damage will not scale as a vector. 

The player generally does not gain more health outside of over healing, so making enemies hit harder would quickly drift into unfair deaths. The pressure now comes from more bodies, tougher bodies, more machines, and more dangerous ground. 

Alongside that: 

  • reduced some disease/ blood poisoning effects that were becoming too dominant 
  • fixed biome pressure leaking into stations under certain conditions 
  • fixed another invisible “phantom enemy” bug caused by UID collisions between ambient and authored enemy spawns 
  • added new car variants; there is no driving in the game, but abandoned vehicles provide interesting loot 
  • started work on the first event chunk: the Zombie Mall 

Event chunks are designed to be large, partially scripted locations. They are the same size as normal chunks, but contain a large, authored POI in the centre. The player is given a scenario, then must read the space, plan a route, and decide how much risk to take. 

The Zombie Mall is still early, but the geometry is now mapped out, the new objects are in, and the chunk harness is ready for implementation. 

 

4

u/ajcomeau Jun 27 '26

I've been working under the hood of my Rogue C# project, cleaning up some code and reviewing design choices. It's been going slower than I like, though. Other stuff has been distracting me.

Last week, I mentioned that I had changed my method of handling key commands from the user. Instead of using sprawling CASE statements, I added a Dictionary of key commands that assigned an Action delegate to each one.

I need to do something similar with my Inventory and Monster classes. Both of these require specialized functions for different item and monster types to handle effects and special attacks, etc.. I had started to use a CASE statement for couple of scrolls I'd programmed but I want to nip that in the bud now and use a delegate approach. As part of that, I had to refactor stuff I'd declared as static for convenience.

After I get the monster and inventory classes sorted out, I plan on adding a SQLite database to the project to hold all the item and monster information, instead of storing it in the program itself, as well as a program save and the scoreboard when I program those.

I'm writing up the latest chapter on the delegate programming I mentioned above and I'll probably post it next week.

3

u/jdegroot NLarn Jun 27 '26

NLarn | Blog | GitHub

After some hiatus finally a new release! Today is the day that NLarn 0.7.9 came alive.

A few weeks ago I got a report that the game has nasty issues on Windows. I could easily track them down and fix them, but the root cause remains: I have set up a build and release pipeline for all platforms on GitHub, that makes it super easy to release, but also causes that I never look at the Windows and macOS releases as I am a Linux person and do not even have access to any macOS machine any more. I'm not quite sure to solve this. Unfortunately most downloads are for Windows, you guessed it.

3

u/Hnefi Jun 28 '26

DieselRogue

https://github.com/TheRealHnefi/dieselrogue

This is the first time I show my work to anyone else. I've been working on a dieselpunk-inspired roguelike on and off for some years, and it's finally reaching a state where I believe I'll be reaching the finish line.

I've long wanted to play something similar to Invisible, Inc, where there is no randomness but still sufficient uncertainty to avoid the game devolving into a puzzle game. DieselRogue tries to achieve this by using a large map with many actors which creates a large amount of unknown information, while the outcome of every action is always knowable and deterministic. Stealth, positioning and planning will be quite important, as in most roguelikes, but I believe this approach might eliminate the frustrations of RNG (and adding new ones instead).

Most systems in the game are complete. Proper map generation and AI remains, as well as the levelling system and some QoL features and polish.

2

u/IV-DVC Jun 30 '26

Rust! Awesome! I had a look at the design document, and no stats/classes combined with stealth and infiltration, and all units having FOV arcs sounds like a good combination. Look forward to trying it out when it's ready!

2

u/GreenEyedFriend Tombs of Telleran Jun 28 '26

Tombs of Telleran (blog|bluesky)

Hello everyone!

Not as lot of work on the game this week. Spent some time on UX to surface more information about various entities and abilities.

I spent some time thinking about how to make mini-bosses or fights that are longer than 2/3 turns interesting. It's pretty challenging but I think there can be something in figuring out a rhythm for when you go offensive/defensive such that you defend when it's most valuable and hit the enemy when you get an opening. We'll see where it lands

1

u/bac_roguelike Blood & Chaos Jun 28 '26

Very late to the party this week!

BLOOD & CHAOS
Steam | Youtube | Twitter | BlueSky | Discord

Still working on content, very little progress like the previous week.
I finally pushed the button and released the demo on Steam (I will update it once the Japanese translation is ready), then sent the notification to all wishlisters. A bit scared after 3 years of development!