Going Public
Starjacked:Alpha » Devlog
Starjacked:Alpha is now shared publicly. This is the first time I've shared any of my work publicly, and it's a bit nerve-wracking.
I have a rogue-lite concept that I've been thinking through for a while, Starjacked:Escape. This prototype started as a series of experiments with procedurally-generated "dungeons" for that game. I made a character to explore the dungeons, so I could get a "feel" for them and to tweak the algorithm to prevent isolated rooms that could cause problems in a real game.
Iterations then added:
- Orbs for the player to find and a simple 'Next' button when last orb is found
- A mini-map
- Wall colors based upon their proximity to the colored orbs; removed the mini-map
- Added UI - 'Remaining Orbs', the level #, and the random seed used to generate the level (for debugging)
- Removed the 'Next' button and added a portal that spawns in the room where the last orb is collected
- Added some animations for the player getting pulled into the portal
- Added a "Mind's Eye Potion" starting at level 10 that gives the player the mini-map back for the remainder of the level
- Tweaked the level generation to slow down the difficulty progression - the dungeons got too big too quick.
That's where things stand right now. I'm continually adding little things in each week, so check back to see what changes have been made!
Starjacked:Alpha
What started as a simple test of a few features is slowing growing into something more.
Status | Prototype |
Author | Imaginary Rulebook |
Tags | 2D, Procedural Generation, Roguelite |
Languages | English |
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