#roguelikedev

#Cogmind Beta 15 "0bPrime" is released!

The epic conclusion to the UFD expansion is here, bringing with it a major new map, 100 new items, and Cogmind's 10th unique ending!

Full release notes and demo images: store.steampowered.com/news/ap
#roguelike #roguelikedev

Final #7drl sharing thread is up on the sub, with a bunch of cool new roguelikes already completed like Archipelago of Monsters, Holy Book, BOARD MASTER, and Unsure: old.reddit.com/r/roguelikedev/

#roguelikedev

7DRL 2025 coming to a close this weekend, been seeing some nice projects approaching completion, like these on the discord server from elliotbnvl, jacob_marks, and pecatus.
#7drl #roguelikedev

Dayum, Skotlaroc on the r/RoguelikeDev discord server has been working on some amazing enemy sprites for their game.
#roguelikedev

Neat WIP #roguelike shot shared by MarshalldotEXE on the r/RoguelikeDev Discord server today.
#roguelikedev

Several years ago I wrote a popular article describing technical and design issues associated with having creatures that occupy multiple cells in the grid-based world of a roguelike, with solutions.

A few months back I revisited the topic with a shorter followup to discuss additional relevant features, which today was made public here: gridsagegames.com/blog/2024/09

#roguelike #roguelikedev #gamedev

2025-01-10

I wrote a recap of the major features I completed in Chronicles from 2024 over on /r/roguelikedev and wrote a bit about plans for the coming year, enjoy!

reddit.com/r/roguelikedev/comm

#gamedev #indiedev #indiegame #roguelikes #roguelikedev

7DRL 2025 dates have been announced! Create a roguelike over 7 days from March 1~9: itch.io/jam/7drl-challenge-202
#7drl #roguelike #roguelikedev

First Screenshot Saturday of 2025 and I don't have much to show, really. I'm very slowly working on my rogue-esque project and at the moment I'm knee deep in hell designing GUI and making it work. In parallel I'm pandering about inventory/combat systems.

#Gamedev #Odin #0xDEVLOG #Roguelike #Roguelikedev #ScreenshotSaturday

Screenshot from my roguelike project showcasing WIP GUI of game's inventory.

"Cursebearer" by u/Noodles_All_Day has undergone an impressive 750 hours of work this year to put together quite a list of systems, with proper content hopefully coming this year.
old.reddit.com/r/roguelikedev/

"Cursebearer is a traditional fantasy roguelike heavily influenced by Angband. It also has a heaping spoonful of inspiration drawn from TES III: Morrowind's mechanics and hilariously broken character build potential, GURPS' classless character system, and Diablo II's itemization."
#roguelikedev

"2025 in RoguelikeDev", our sixth annual month-long event in which devs share their progress from the last year, and plans for the next \o/
old.reddit.com/r/roguelikedev/

Get motivated for a a new year of #roguelike #gamedev :D
#roguelikedev

2024-12-28

Multiple room styles are in. No special rooms yet, but they're on the list.

#roguelikedev #gamedev #indiedev #ScreenShotSaturday

And for the last Screenshot Saturday of 2024, let me show you a "fancified" version of my current rogue-esque project. I added some of my fave post effects, which is very noticeable, but what is much less noticeable are two small enhancements: "pixel art" sampling shader to eliminate jagged lines from ASCII tiles (as seen in Karl Zylinski's video about using this shader in Odin/Raylib), and MSDF bitmap fonts that should look good no matter the scale and that are much more crisp and sharp than SDF (thanks to RedBlobGames who pointed me in this direction).

If you're gonna ask why did I bother with MSDF fonts just to smear it later with post-fx, the answer is "I don't know, don't call me out this harsh". :V

#Gamedev #Odin #0xDEVLOG #Roguelike #Roguelikedev #ScreenshotSaturday

Antti Joutsijarizleifr
2024-12-28

I went exploring the rabbit hole of roguelike localizations and seems like general consensus is that procedural text + localization is simply an unsolved problem. Most high-profile games do not feature any localization.

English is quite easy to generate programmatically, due to lack of grammatical gender or complex inflections. As a native Finnish speaker, I can't even fathom the complexity that'd go into making dynamic descriptions in my own language, with all the inflections.

So I keep tinkering with my rogue-esque project. I added shooting animation, possible sparks animation (for now it's blasting all around the target, but it's purely for testing purposes) and screenshake (of course the one player will be able to either completely turn off or tone down. or, well, tone up, in this house we don't kinkshame). Also I added a very very early iteration of HUD just to see how it feels and stuff.

⚠️ Warning: slight screenshake effect in gif

#Gamedev #Odin #0xDEVLOG #Roguelike #Roguelikedev

Saw a neat new roguelike for the #C64 in this week's #roguelikedev Sharing Saturday: old.reddit.com/r/roguelikedev/ (by u/paulfnicholls)

⚠️ You've been spotted 👁️

So now, when I finally have the level generator dealt with, I can focus on other aspects. Like, you know, enemies. Haven't done much, since I was mostly just fighting with local git instance today, but! I added an enemy and made this little ping animation for player to see that they've been noticed and enemy is now very interested in them.

Also, since I'm learning Odin in parallel, I've optimised rendering code a bit, got rid of multiple array iterations with the power of union types. It really is joyful programming. Not without its moments, of course, mostly with memory management, but it'll get better with practice.

#Gamedev #Odin #0xDEVLOG #Roguelike #Roguelikedev #ScreenshotSaturday

Level generator MVP ✅

I finally finished working on the first pass of the level generator for my roguelike side project. Learned a lot about memory management in Odin in the process and optimised the process to the brim memory-wise.

#Gamedev #Odin #0xDEVLOG #Roguelike #Roguelikedev #ScreenshotSaturday

Static screenshot of a debug tool rendering the result of a level generator.

Spent a lot of time today working on my roguelike thing. First and foremost I managed to make a scene system so I could separate scenes like gameplay scene, menu scene, test scenes etc. Had to do a lot of brainwork since it was a bit non-trivial, but I succeed. 💪

And right after that I ported first half of my level generation algorithm from Lua to Odin and ran a stress test on it generating 1 000 000 rooms like this to see if there'll be any memory leaks. Nope. Nothing. Another success. 🍾

Now to make rooms more interesting and branching...

#Gamedev #Odin #0xDEVLOG #Roguelike #Roguelikedev #ScreenshotSaturday

Added fade-in/fade-out effects for the tiles when they go into the light and back into the shadow. And because of that I also implemented a tween system in Odin which feels more like a forbidden dark magic rather than funny OOP that I wrote before for the same very purpose, really. 😅

#Gamedev #Odin #0xDEVLOG #Roguelike #Roguelikedev

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