Unnamed Roguelike Thingy:
Recently I got an idea while playing Porklike, basically to try and move Nightcrawl into a system similar to it, aka turn based combat, exploring a level etc...
That said, I only have a few mechanics done, but for a first, here a little mockup of a new dungeon generation algo:
More proof of concept things, visibility, enemy pathfinding and opening chests. Of course the classic breaking vases left and right.
Quick heads up though, I'm about to delete the old level genereation cuz it doesn't really work how I wanted it.
An actual update on the level generation. I'm almost in love with this new one, leads to a lot of surprises when the player exits a narrow corridor/breaks a vase!
Maybe worth a devlog article?
Also slight design update, floors gonna take the full screen!
I guess I can do an update on this, would love to write a devlog article at this point ... fog of war! and a "sleek" ui that will get out of your way!