kotlin dungeon crawler roguelike
i'm working on a game
January 19, 2024
i’ve been working on a game in kotlin, using lwjgl to render simple 3d graphics in the form of a red wireframe labyrinth
it will be a first person dungeon crawler roguelike, but the combat will be an autobattler, with inspiration taken from tft. the main gameplay will be exploring different floors of the dungeon, gathering resources and upgrades, and you have to beat a certain amount of enemies per floor to advance.
the battle system will be on a grid. i’m going with 8x8 for now, but my change it. before the game starts, you will be able to select a class of units to play with, which are geared towards different playstyles. before every fight starts you can generally see the enemy units and readjust. i want positioning to be extremely important as well, you should always be moving things around. one playstyle i definitely want to include is loss streaking / losing on purpose in the early game to get a larger benefit later on. you will have a total health bar for the entire run, with generally no way to heal it. there will also be a lot of creative augments or modifiers that change up gameplay quite a bit.
this project offers me a lot of now avenues to explore as well. i purchased some music equipment such as a few synths and will use them to make all of the sound effects and music for the game. i may do a bit of 3d modeling for some entities in the game as well, for shapes that are more complex to create in lwjgl.
currently the main first person dungeon movement system is done, the map/minimap is basically done. i will work on adding the battle system next, including the planning menus that revolve around it. i don’t know if i will ever finish this game or how long it will take, but it’s something for me to work on when i feel like it instead of doing something unproductive.