I pushed #puroDunjon into the stack (I'll pop it later)
I'm currently in game jam mode: I want to make this "other" game as quickly as possible
So, the last screenshot with not much visible things going on (collisions stuff)
#indiedev #indiegame #gamedv #solodev #playdate #screenshotSaturday
Reaching a satisfying solution for handling collisions, doors, locking mechanisms and keys
Still need triggers and some specials objects, but not today
Now it's time to set the keyboard aside because I'm soooooo tired
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Because if a door separate 2 rooms, to which room does it belong? both? neither?
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It take a variable length of time for me too simply use available tools (let's say ogmo) and not reinvent the wheel (but still feel stupid for wasting hours)
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Some invisible improvement where the title screen use a tilemap for 90% of what's visible
Cramming letters and tilesets in an unique image: 256x256, 47.2KB as for now
Slow updates are still updates
#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSunday
Next thing is sorting the dead ends by distance from the starting room and locking them recursively (guess what's inside?) metroidvania style!
A nice concept not limited to mazes
I may use it for some other game(s)
#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
Another detail I'm not sure about that for the story mode: I'm inclined to use a different seed for each player, ideally based upon some uuid/serial number (but how can i get it?) or should I just use the same one for everyone?
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I'm not really sure if the "daily challenge" in #puroDunjon should be playable only once per day or not
I see the good either way:
- The few that could beat it are very good
or
- You got 24h to beat the top score
I'm open to hear more arguments tho
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This time, a technical incoherent rambling about procedural generation
Seeds & mazes, Locks & Keys: Puro Dunjon (Playdate version)
itch.io/blog/1347454...
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Later today, I'll make a technical post on itch.io about the "design" behind #puroDunjon
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After many attempts, I switched from Kruskal's algo to Eller (with some adjustments)
It's incredibly fast (and efficient), so any loading screen may be for mood
3x3: tests for required deadends 👍
4x4: default 👍
5x5 up to 7x7: 👍 (NG+ ?)
😀
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So, obviously, I try implementing the old algo and boy o boy
2x2 works, given the limited possibilities
3x3 feel like failing brute force as it takes too much time
My aim is 4x4, no less, and ideally up to 7x7
Moving to another algo
#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
The good news: I found bugs in how I picked a value from the seed
Still wonder if I should go back to my old implementation or try a new one
Tests and performances will decide in the end, as I don't want to exclude larger 7x7 maze yet
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For the life of me, I can't find why this very implementation of the algorithm won't work
Do the original implementation was working "eventually"?
So, of course, I'll be implementing a different one
Maze aspect is important, so 🤞
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No sure about the total number of dungeon rooms, 4x4 seems fine enough whereas 7x7 could be too much (maybe in challenge mode?)
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While I do have faith in the maze algorithm, I'll still have to make a map screen
Obviously, it'll be better once said algorithm is fully implemented
#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
While rewatching the trailer, I think I've found the way I want to tell the game story, this time
I'm leaning toward letting the player make them own interpretation with things found here and there
Writing less, putting holes and clues
#indiedev #indiegame #gamedev #solodev #playdate #PuroDunjon
Back to writing the maze generator (again), seed based as always
It's a good exercise and on #playdate hardware, it should not take too long to generate the rooms
Obviously I'll do console tests and optimise
Worst case, I make a loading screen
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Pondering if I should make a continuous camera scrolling targeting the player, scrolling upon room transition or not bother at all and teleport the camera when changing room
The less cumbersome solution will eventually become obvious
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I don't have much to share right now because I want to take my time
I'll have to make some tests to put screen readability first, given the 1bit nature of the display
Still, I want it to be a good port/remake
#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
I think I should start the year with porting Puro Dunjon to the #playdate
The game seems to fit nicely on it, and a daily challenge mode more so
I may add some things, but only after the core gameplay is nailed
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Something About Puro Dunjon (Playdate version)
itch.io/blog/1137569...
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Got the save files working and a correct positioning for the player
Tested on the actual machine, fps is acceptable. Not locked 50, but well above 30/40
Also, got a basic interaction menu, I'll see if I can generalise it
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Currently reforging my prop system to be less generic, thus having to redo the map switching component
Also, I defined the core gameplay along the lines of "what was your sentence, and what can will you do about it"
#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
Switching map took some time: Setting a proper format editable in ogmo and usable in game
The whole thing is a bit sudden, so maybe a quick transition could be interesting
But at least, it seems to load & parse quickly, which is nice
#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon
*.drawSampled() is nice but hard when you want to draw 2d using 3d position
I may still use it somehow, but I'd rather have a good workflow with simpler, connected tilemaps and small dynamic elements/fx
Ogmo is still fun to parse
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Playing with *.drawSampled(...), because it looks better, but still wary of the impact on fps
Ogmo for ground tilemap & some tricks for props
Also it'll be both a remake and a prequel
I hope I can add gameplay/lore in a compact shell
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Sometimes, checking distances feel better than checking intersections
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I hope I'll be able to do nice things with shadows
#indiedev #indiegame #gamedev #solodev #playdate #puroDunjon #screenshotSaturday
I'll try the mantra again, "make it before make it good"
Working on the sequences flow first is kinda good for me
I think I'll reuse most of the assets from the original one
It's a remake, not a remaster tho
#indiedev #indiegame #gamedev #solodev #playdate #screenshotSaturday #puroDunjon