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tinyboss

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Blog Entries posted by tinyboss

  1. tinyboss
    My first baby steps will be:
    A first set of prefabs for modular dungeon layout
    Floor
    Ceiling
    Wall
    Up stairwell
    Down stairwell
    [*]Dynamically build the dungeon with Lua based on a hard-coded layout
    [*]Use stairs to move between levels


     
    That's it for the first set of goals! Gotta keep it simple and doable. So far I've got floor, ceiling, and wall prefabs done and I'm starting to look into dynamically placing them with Lua. The textures and geometry are just whatever I could whip up easily and so they don't look great, but one thing at a time.
  2. tinyboss
    About Tinyboss Games


     
    Well, it's just me making games in my spare time. I've got two games published on the Google Play Store, Coinbox Clicker and Coinbox Clicker 2. These were developed with Corona SDK, which is a pretty nice tool for authoring mobile games with Lua.
     
    I've always stayed away from 3D games due to the complexity, but Leadwerks had a 50% sale on Steam and I saw that it uses Lua as well, so thought I'd give it a try. So far it looks like it'll be feasible to make a game I've had kicking around in my head for a while now, which is a...
     

    First-Person Roguelike


     
    Roguelikes, Roguelike-likes, and Rogue-lites have been hot for a while now, but I've loved the genre since Rogue, Larn, Moria, Nethack, and Angband. Ever since Ultima Underworld I've wanted to play a proper Roguelike from a first-person perspective. Some recent games like Delver and Ziggurat have gotten me excited, but didn't deliver the experience I have in mind. They're not bad games, but they don't capture the complexities of the Roguelike experience (and to be fair, I don't think they're trying to).
     
    If Delver and Ziggurat are first-person Rogue-lites, then I'm aiming to make a first-person Roguelike.
     
    That means races, classes, experience levels, skills and feats, stealth, spells, weapons, armor, wands, rings, potions, scrolls, artifacts, gods, procedural and persistent dungeon levels, and a variety of enemies.
     
    A proper Roguelike experience also means turn-based, and that's a problem for a FPS style game! I plan to tackle this with a "dynamic pause" system, which the player can toggle on and off at will. While dynamic pause is active, the world automatically freezes unless the player is moving. This allows plenty of time for planning while preserving the FPS feel (I hope!).
     
    So that's really ambitious, I know. But I think it'll lend itself well to development in chunks. My roadmap toward the first playable alpha will be in an upcoming post. Thanks for reading!
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