Rogue Temple forum post:

Also a link to the post: here

Current Status 3/12/15

Coming Together

Things are really coming together with the game. Code, art and design have been putting in some long hours to get things done and it shows.

Updated Inventory

The inventory system has gone through a revision and now is more user friendly. The updated inventory has functionality for highlighting the rarity of an item. Cool!


Map Generation

Random map generation has made good progress. The idea behind the map generation is that there are 17 different screen layouts. For our purposes, a screen layout would be something like a T-junction, a dead end, a + intersection etc. The player will start at a common start screen and the procedural system will piece together a number of screens to create a map.

At the moment, the system is functional, although there are still some edge cases and pathing/navigatio issues that need to be addressed.

We haven’t nailed down just how big a map will be, but the system can generate a map upwards of 40,000 screens if we want. (not recommended) 🙂 We’ll hopefully start playtesting tomorrow so we should be able to get a good feel for how big a map should be here shortly. The below images show the map system spitting out a small map and a massive one.

A lot of talk about whether we’ll have a world map, and if so, how it works.



Random Weapon System

The game will utilize a random weapon system so that there will be tons of unique weapon drops in the game, with each weapon having different stats. The design for how to generate the stats.. and names for the weapons is complete and the code has been implemented. We are yet unsure if we’ll have time to do visual changes, though we hope to.

Battle Screen Update

A number of improvements to the Battle Scree including front/back targeting, keyboard inputs, animated damage indicators, AOE damage, healing and even some basic AI.

Some cool stuff coming out from the art team including the player start screen, good progress on the map screens, some item effects and the start of some player animations.



As always, come back tomorrow for another update.