Devlog #1: Crafting the Dungeon - Untitled Roguelike Project


Hello World!

I'm back with a progress update on the Third Person Roguelike! Join me as we explore the latest developments in my project, building upon the basics introduced in the first devlog.

What's New:

  • As you can see on the previous post, the map was only for testing the player. In this update I added procedurally generated rooms with corridors that connect them. This is a well-known mechanic of this genre and makes each run unique, so you can have a new experience each time you hit play!
  • When the map was generating correctly, I started modifying the script to achieve dark and beautiful dungeons to explore. Each wall and floor has a chance of spawning, so you can go through an entire run without seeing a type of tile! To make the dungeon more realistic, I turned off the global light and play arround torches with fire as a particle system
  • Another visual detail you can see in the video is that I created a Global Volume to elevate the game visuals with post-process efects such as bloom, vignette, fog, etc.

At this point, the rooms were created and were traversable. However, rooms felt empty. That was the reason that led me to develop a script to populate them with procedural generated decoration. Using the rooms as a base, each decoration has it's chance of spawning and will have functionalities in a future.

Other Details Added:

  • The animations were improved, especially the jump animation because of a bug while holding a gun. The gun holding system was modified so it can change weapons in a future and each one have it's own holding style, attack, recoil, etc.
  • If the player is not aiming, a slight camera moving was added to simulate his breathing
  • When aiming and shooting, a shake effect was added to the camera to simulate the recoil

Stay tuned for upcoming devlogs. The next thing I plan to do is to generate enemies in the rooms, give them an AI and a drop system. I'm also planning to add a room-locked mechanic like The Binding of Isaac when you enter a room, locked doors that require specific keys and an item shop, but it's more likely that the next update is going to be focused on enemies.

-Santino Casolati

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