The current rework of the shop screen. I think it's a bit clearer now.
#gamedev #roguelike #screenshotsaturday #ttrpg #γ²γΌγ εΆδ½
The current rework of the shop screen. I think it's a bit clearer now.
#gamedev #roguelike #screenshotsaturday #ttrpg #γ²γΌγ εΆδ½
Thanks for the RT... and the compliments! +10 to my motivation roll!
Those gamebooks were such a huge inspiration for me too. Thanks for the follow, happy to see the old school vibe resonating! Wishing you an amazing holiday season.
I updated the character sheet as well with the new stats' block. I hope people will find it more readable. High end would be hand drawn heart, shield, sword, etc. with stats written on them. Maybe later.π
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Please help, I can't stop refining the UI... π
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Thanks! This is a real picture of a desk. From Unsplash.
Thanks a lot!
Small UI touches here and there, to have a feeling of what's looking good or not.
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A glimpse to my UI rework. I want to keep the paper feel, add clarity without too much fancy animation or colors...
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Working on some UI tweaks. Here hand-drawn borders.
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Introduced a fury ability: +50% damage for each attack missedπ’. Fights are now explosive, shorter and feel more fun. Chaining several misses in row now builds tension!
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I drew a new logo for RedderNoon. It has some dark fantasy vibes. Now I need a new Noon Stone logo as well.
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Still trying to streamline combat. Here I'm testing the auto retry when the two opponents both miss.
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Procedural map at its simplest: tile generated on the fly, 50% chance to have same terrain as previous one.
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Thanks! That's the plan, we'll see how it turns out... π
New idea to spice up shops: slightly modified or even rare items could randomly appear! Gives players another reason to check them out. Whatever action is possible in the game, I would like to have an incentive to do it.
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Testing a new rest action. Probability of getting one hp back, and also a risk of peril.
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Over-scoping day 42. I just realized I could add mini games to many parts of my game. π§ Even the smallest ones could bring a bit more fun.
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Testing a new attack to be able to one-shot weak enemies (and thus limit repetitive combats). Looking at light attacks (atk*2, dmg/2), or strong (atk/2, dmg*2).
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I wanted to test a new art style. I was able to hand draw these characters with Krita. What do you think?
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Thanks! This is what I was hoping for.
Main screen for Noon Stone. It is here you plan your travel.
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I'm testing the display of probabilities during combat. Is it a nice to have?
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Testing different combat parameters right now. Really want to add a "leap for the throat" skill for my little rodent. Someone stop me from overscoping. π
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Working on balance: a small change and tough guys are not a challenge anymore... I'm going to fix that. π
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I'm starting to think the best move for my game is an early access release, just with translations to start, then new features in updates. It'd help me avoid overscoping, and player feedback would keep me focused!
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Working on abilities that can trigger on specific events during combat. πIt'll add some interesting combos/variations from potions, items, etc.
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Language dynamic swap was not working in my game. Today I switched all items to their own resource files and got it for free. πNice.
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I love the mood!
I like to group data structures in one file. But with translations with Godot, you're guided to split in resource files. Maybe it'll come as handy.
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