Hey guys. As of right now, I'm putting Rogue Kilobyte into hiatus. You might be wondering why, so I'll explain. Currently I'm working 9-10 hours a day at my day job. I'm working so many hours and taking so many shifts because I'm saving for new computer that'll cost me in the range of $1,500 - $2,000. And due to this, I can't really get a lot of work done on a game with such a high scope. Technically, Rogue Kilobyte is my most ambitious project to date, and I can't work on it consistently with such a small time frame. I go to work from 6AM-4PM, 6 days a week. So I already lose 10 hours. I need about 8 hours of sleep to stay healthy, so there's 18 hours I can't work. That leaves me with 6 hours of free time each day. I'll be transparent with you guys. I'm the procrastination champion. 6 hours in gamedev time isn't really a lot of time honestly. Even if I'm not procrastinating there's not a lot I can get done in just 6 hours. Also, I'm not trying to drain my sanity a ton. My day job isn't really fun, sleeping is just unconsciousness, and if I were to work all 6 hours on Rogue Kilobyte, I'd just have 16 hours of boredom/stress and 8 hours of unconsciousness. This is kind of why I've been keeping Rogue Kilobyte's development on the down low. Because I knew something like this would happen. I'm not really sure when the game's development will continue but I assure you, the game is NOT cancelled! I'm just taking a break from it for an indefinite amount of time is all. I hope you understand. This isn't saying I won't be making games though. I'm actually thinking of some more projects that are just less ambitious than Rogue Kilobyte, that's all. Stuff that's less stressful. So yeah, that's pretty much it. I'm sorry if some of you were really looking forward to it, but someday I'm sure you'll see the game's release. :)
TL:DR; Rogue Kilobyte is in hiatus for an indefinite amount of time. It's not cancelled, but development is paused. I'll be working on some less ambitious projects in the meantime though.
Hey guys, welcome back to another devlog. Alright, so in the past 10 days not a lot has really happened in development. That's not to say I haven't been working hard though. As of right now, about 25% of the OST is done. So that's good! I've also completed the random dungeon generation. That took quite a lot longer than I thought but that's okay. But now that that's done I have a new task. I need to create all the rooms. This is going to take some time. Just for now, I plan on 10 rooms per direction. That may not sound like a lot, but let me break it down for you. These are the room combos I need to have.
So that's 15 room combos and each needs 10 room variants. Lets play Math with CrackedGhostGames. 15x10 = ... 150! Yep, 150 rooms are needed just for the first build of the game. Each room has to be unique as well. I can't just make the same variant but with a different exit/entrance. I mean, I could but that would get repetitive. And honestly, even 150 rooms is going to get repetitive, so upon final release I still need to make more rooms.
Okay so there's tedious task #1. Let's move on to tedious task #2, enemy spawning. So obviously if you've ever played roguelikes you know that the more gear you get, the stronger you get, the stronger the enemies get. Well, this is going to be a problem. So now, for each of those rooms, I need random enemies to spawn each time. On top of that, I need those enemies to stack to your power level. So we have a random room being generated, with random enemies, that stack to your level. Fun fun. I'm sure I'll figure out something out but for now I'm literally clueless.
Now for tedious task #3. Chest+Item spawns. This is kind of the same issue that I'm having with the enemies. I need to figure out when a chest will spawn, and how to make the engine detect your level, and give you something accordingly. Again, I'm not sure how I'll do this, but I'll get to it.
Finally, time to get into some personal life stuff. I recently got put to full-time on my day job so I won't be able to work on gamedev as much as I used to. I'll still be working hard on it and to be honest I'll probably be working even harder on it. Working on games for damn near 15 hours every single day burns you out... fast... But now that I have a cooldown time at work for 8 hours a day, I can work on my game more efficiently and avoid burnouts. So this is a both a good and bad thing but hey, better that than starve to death!
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Hey guys, welcome back to another devlog. So this is the first devlog of Rogue Kilobyte (as you can tell by the title) and so I'll cover some things. This game is a roguelike. The way it works is you start of with nothing, and you gradually get more loot and become stronger and then take down stronger foes as you delve further and further into the dungeon. The game is about 2 weeks into development. All assets are custom made for the game as well. I'm making all the art and the game is also getting an original soundtrack being made by the very talented Hobohierophant. So yeah I really don't have too much more that I want to reveal other than the game is in development and this is my next main project. I'm not sure whether or not the game will be free yet. I kind of need the money and I feel this may sell fairly well, but I'm also looking for lots of people to play this game. So I think I may just make an option to donate and gain rewards or DLC. Anyways, that's all I'll reveal on here. You can become a patreon supporter by clicking the link down below :) You'll get to see exclusive content and really see the development of the game.
Become a Patreon supporter to see exclusive behind the scenes content for this game! You'll also get to play test builds that nobody else can!
Patreon Link: www.patreon.com/realcgg