CLOSE TO THE EDGE


So, this is the first post in the EDGEROGUES devlog, and it already contains a modicum of weirdness.

See, I've got problems with my brain-meats - impossible to stay focused on a single task, difficult to maintain motivation, things like that.  I'm very easily taken by new ideas, new features, etc., and any project I invariably attach myself to finds itself suffering from scope creep and similar assorted issues. Which is why I guess this devlog is here to help - to hold me accountable, and for me to track everything I do.

Down to the poop break.

No, I'm just kidding, I'm not going to be tracking my bathroom breaks.  This probably isn't even funny.

But to be entirely serious, I have news, both good and bad:

Firstly, EDGEROGUES has outgrown its training wheels - I'm no longer cleaving to the Python Roguelike Tutorial from Reddit.  Many thanks to /r/roguelikedev for making it, but...Python just isn't the right choice for this project, I think.

And while, in a way, that sets me back to square one, I have two steps forward to go with my step back.

In addition to deciding to work in Unity, I've also got a concrete image in mind for a prototype build of this game.  A "just to prove I can" setup, as proof that I'm working on this project and I can take it further.

The prototype build, hereby codenamed "IRON" (because Iron > Bronze > Silver > Gold) will contain:

A playable character that can move and attack, both in melee and at range
Enemies that can be attacked and die, as well as attacking the player
A dynamically-generated single map.

That's it.  No fancy item-generation system (yet,) no multiple levels (yet,) no classes and perks and XP (yet.) But the three points above are my goal.  And I will make them happen.  I don't have a timeframe, and I don't have a release date, but I can promise all of you itch.io folks this - I will make something happen.  At some point.  I will battle the curse of my brain-meats, and I will WIN.

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