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  • 7 Day Roguelike 2021: NPCs, Pathfinding, First Level, Final Level, Projectiles, Destructible Terrain

    2021-03-07 in gamedev roguelikes 7drl

    I got through a good amount of core gameplay mechanics today including NPCs, projectiles and destructible terrain. I also spent some time focussing on flair, such as special first and last levels, animations in the game menu, death screens, and smoke trails on bullets.

    intro

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  • 7 Day Roguelike 2021: Procedural Generation, Rendering, Pretty Menus, End Text

    2021-03-06 in gamedev roguelikes 7drl procgen

    Orbital Decay

    screenshot

    You tape over the flashing warning light. An overheating engine is the least of your worries. Gotta focus.

    The space station looms ahead. It's out of fuel, and about to come crashing down to Earth. Unless you get to it first. Special delivery: 1 hydrogen fuel cell with enough juice to kick the station out of this pesky atmosphere and back into space where it belongs.

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  • 7 Day Roguelike 2021: Preparation

    2021-03-04 in gamedev roguelikes 7drl

    This year’s 7DRL is days away. Over the last few weeks I’ve dusted off my game engine and come up with a plan for the jam. I’m going to revisit the idea behind my first 7DRL - Skeleton Crew - which was a game about fighting zombies in a space ship where shooting the hull caused the ship to decompress.

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  • 2020 Recap

    2020-12-25 in meta

    This is a look at some of the things I’ve worked on in my spare time during 2020. I started branching into new areas this year such as hobby OS dev, writing, and music theory, as well as continuing to work on roguelike games and supporting libraries.

    wolf-demo-screenshot

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