OgreLore Roguelike
@ogrelore.bsky.social
An old-school roguelike with swords, sorcery, and scope creep
Happy to be the official host of #TurnBasedThursday this week! Are you a game dev? It's time to get on board, show us your screens and pitch your game! Remember to: Add the #TurnBasedThursday hashtag, Tag other Devs, Like ❤️ Retweet 🔃 and Wishlist ✅
Work on OgreLore continues! I've been working on spells and effects. I wouldn't call OgreLore's setting "grimdark" or anything, but there *is* an amulet that gives you infinite blood.
This is what OgreLore (@ogrelore.bsky.social) is going to be like - an actual demon will kill you
romik, game studio, print ad (1985) archive.org/details/pers...
DARK PASSENGER A dark fantasy adventure Play for 💕FREE💕 in your browser. Coming soon… Follow: rhubarb-games.itch.io Support: ko-fi.com/rhubarbgames #GameDev #PixelArt #ドット絵 #IndieGames #IndieDev
Switching gears to do some more pixel art today. That's right, this game has little bunny people in it. This one has a little walking stick. #gamedev #indiegame #roguelike #pixelart
In my great and magnanimous wisdom, I have decided that this game would be better if you could light everything on fire. #ogrelore #roguelike #indiedev #gamedev #osr
In my great and magnanimous wisdom, I have decided that this game would be better if you could light everything on fire. #ogrelore #roguelike #indiedev #gamedev #osr
A variety of circular room-types - pillars, rings, etc etc. The plan is to generate them all and then hand-pick the most aesthetic ones. #roguelike #ascii #gamedev #pcg #procgen
Secondly, monsters will be able to modify their territory, and in doing so it will be possible to layer multiple stages of history on top of each other. You may see wooden barricades from the dungeon's current occupants, stone carvings from its previous ones, etc #roguelike #indiedev #procgen #pcg
The hope with this is two-fold: first, it's meant to situate monster factions in a sort of micro-political milieu in which there are established neutral and claimed areas of the dungeon. #roguelike #indiedev #gamedev #procgen #pcg
The hope with this is two-fold: first, it's meant to situate monster factions in a sort of micro-political milieu in which there are established neutral and claimed areas of the dungeon. #roguelike #indiedev #gamedev #procgen #pcg
I've been working on some code to find where open spaces/chokepoints are in a generated level, with the goal of establishing territories for different monster factions. The red rectangle on the left corresponds to the in-game screenshot on the right. #roguelike #indiedev #gamedev #procgen #pcg
I've been working on some code to find where open spaces/chokepoints are in a generated level, with the goal of establishing territories for different monster factions. The red rectangle on the left corresponds to the in-game screenshot on the right. #roguelike #indiedev #gamedev #procgen #pcg
Secondly, monsters will be able to modify their territory, and in doing so it will be possible to layer multiple stages of history on top of each other. You may see wooden barricades from the dungeon's current occupants, stone carvings from its previous ones, etc #roguelike #indiedev #procgen #pcg
The hope with this is two-fold: first, it's meant to situate monster factions in a sort of micro-political milieu in which there are established neutral and claimed areas of the dungeon. #roguelike #indiedev #gamedev #procgen #pcg
The hope with this is two-fold: first, it's meant to situate monster factions in a sort of micro-political milieu in which there are established neutral and claimed areas of the dungeon. #roguelike #indiedev #gamedev #procgen #pcg
I've been working on some code to find where open spaces/chokepoints are in a generated level, with the goal of establishing territories for different monster factions. The red rectangle on the left corresponds to the in-game screenshot on the right. #roguelike #indiedev #gamedev #procgen #pcg
I've been working on some code to find where open spaces/chokepoints are in a generated level, with the goal of establishing territories for different monster factions. The red rectangle on the left corresponds to the in-game screenshot on the right. #roguelike #indiedev #gamedev #procgen #pcg
This is maybe more broad than most of the advice in this thread, but I want to push back against the "make small games" advice that gets thrown at new devs. Make the game that's interesting to you, but do it in a controlled, prototype-driven way.
would love to see a thread of small practical pieces of advice developers just starting out or unfamiliar with a genre might not know! I’ll start: if you’re using a tag-based system, don’t just give everything an individual tag—look for thematic groups where similar events can lead to same outcome
Switching gears to do some more pixel art today. That's right, this game has little bunny people in it. This one has a little walking stick. #gamedev #indiegame #roguelike #pixelart
*ALERT*: Hypogean taiga now bathed in wan light! Part two of my lighting pass. #indiegame #gamedev #roguelike #pcg #procgen #rpg #pixelart
In tandem with the lighting overhauls, I'm also putting together a tactical overlay that lets you see lighting and vision cone information that affects stealth gameplay. This part is very much a WIP. #indiegame #gamedev #roguelike #pcg #procgen #rpg #ASCII
*ALERT*: Hypogean taiga now bathed in wan light! Part two of my lighting pass. #indiegame #gamedev #roguelike #pcg #procgen #rpg #pixelart
Torch placement so far - the ascii for the torches looks not-so-great at the moment, though. I mainly wanted to show off the statue placement in this room. The dungeon decoration algorithm placed these statues in rows facing each other. Sorry there's blood and slime everywhere. #indiegame #gamedev
Torch placement so far - the ascii for the torches looks not-so-great at the moment, though. I mainly wanted to show off the statue placement in this room. The dungeon decoration algorithm placed these statues in rows facing each other. Sorry there's blood and slime everywhere. #indiegame #gamedev