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Even if its a placeholder, I find it to be extremely promising. Loved it!

Thank you!

Is there a github for this version to see how all the systems came together? I am curious about the lighting and fighting.

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under more info:

https://github.com/berubejd/RoguelikeDev-TCRT-v2020

The game is cool! It is a good example to learn how to make such game.

But... What Godot version was used to make this game? Seems like source requires to be rechecked and tweaked to run out-of-box on 3.5.1.

Yeah, this was built with 3.2. Unfortunately, I haven’t tried to run it on the newer versions of Godot.

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The game is good, nice job. (I was looking for some inspiration in already maded roguelike games, and it gaves me a lot of ideas.)

fun fact:
Idk if is a bug or a feature, but i just drop/iron smith the coat, and when i was around the slimes, they just ignore me; And the game changed to kind of walk-simulator roguelike version.

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Very nice gameplay, nice music, I like the experience!

Thank you! I had a great time working on it.

slimes have to small of a hit box

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great game , you deserve a lot of credits for your hard work.
The game lags a lot when the rooms are a bit filled with stuff ( maybe coz it runs on browser and my laptop isn't that good lol ) and the melee attacks aren't satisfying to play that much ( hitbox wise ) else i really enjoyed the game.

And by the way do you have any tutorial or links to the inventory system ( talking about the whole thing  coz i really liked it even the player sheet ) ? I'm not so good with the engine myself so i'd like to recieve some help if it's possible.

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Thank you for the feedback!

You are definitely correct about lag in the browser. I think Chrome is a tiny bit better than some of the alternatives when I tested it. It does offload some work to the GPU even from the browser, though, which helps.

The hitboxes probably do need some work. :)

The inventory system is also open source and available on GitHub, as well, at: https://github.com/berubejd/GodotInventory

I implemented some functionality that you can avoid if you don’t mind that Godot offsets the sprite when you pick it up. (I didn’t care for how it looked at the time.) The GDQuest guys are working on a demo of an inventory system which uses this native drag and drop. You can also look at the official demo here: https://github.com/godotengine/godot-demo-projects/tree/master/gui/drag_and_drop

thanks a lot ♥
keep up your great work ^^

As a further follow-up, HeartBeast just released a new inventory tutorial: https://www.youtube.com/watch?v=rdUgf6r7w2Q

This is pretty cool!

Thanks!  I'm currently working on getting an inventory system added to the game.  I'm hoping early this week.