Roguelike stairssssssss!

OK so I got stairs working!

This took MUCH more work than I was expecting, most all of the player-facing stuff had to be rewritten and some core game systems required tweaks too. I had planned ahead with some things to work with multiple dungeon floors and that saved me a little time… but there was a TON of stuff I hadn’t thought about when I was getting things working with just the one dungeon floor.

But it’s working now! Well, kind of! 😛

moving down stairs generates a new floor of the dungeon (if one doesn’t exist) and moves the player there, other agents (mobs) don’t get given turns by the turn manager if they aren’t on a floor with a player (maybe not ideal but updating their knowledge every turn is expensive af if I do it for every mob in a dungeon with lots of floors). also I don’t have an animation for clearing the board yet – it just wipes everything immediately but I’ve got a few ideas in mind, I *could* remove all the pieces carefully or… I could throw physics colliders and rigid body components on everything and just push them all out of the way 😛

anyway, I’m super glad to have this working (and to have the game still working – it was broken for a LONG time while I implemented this), it means I’m set to try the fun stuff of more interesting dungeon generation, and using different generation systems based on the kind of dungeon floor I want. Tho before I do that, this work has reminded me how rough it can be making big changes to the game board when I don’t have systems in place for them. The next thing I should do is probably implement a “dig” action so players can turn walls to rubble, that should be a good test of updating map display and will probably (I hope) be the last big challenge WRT “board game display systems”

anyway in other minor news I tried a workflow for painting action card artwork in substance painter, but it was slow and I don’t like the tools so I’ll stick to clip studio – tho all art for now is temporary.

Also I hope nobody is getting too attached to the idea of the notepad inventory, I’ve been thinking it would make more sense to have players hold “item cards” instead, that way they can list all the relevant info, have cool artwork to flesh out the item more, maybe flavour text… all that cool stuff 🙂

anyway I think that’s everything for now, I’m gonna be trying to make a patrons-only post once or twice a week from now on, and I’ll try not to shy away like I did this week if things are broken as I try to add new stuff. (It’s tough to feel good about showing a thing when what you have to show is “look how terrible it is” 😛

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