- CosmoCE: A Cosmodread-based roguelike for the TI-84CE
- 18 May 2024 05:26:09 pm
- Last edited by DaniNyaaa on 19 May 2024 01:17:56 pm; edited 1 time in total
I've been working on a project very sporadically for the past few years, and I decided to finally make a post about it!
If you aren't familiar, Cosmodread is a VR horror survival roguelike that takes place on a mysteriously derelict spaceship that the player character awakens on. The goal of the game is to get the ship's systems up and running and get back to earth. I am reimagining this vr game as a top-down horror survival rogue-like
In January 2022 (when I started the project) I contacted the developer of the game and asked him if i could take a peak at his map generation code so that mine can be as accurate as possible, and he gave me access to some prototype python tools of his (which I had to sign an NDA for, so no looksies) which I have been poking around at to get my own map generation. I got a bit swamped down with all of that and so I decided to work on getting internal frameworks for the main menu and new-game selection screens working.
Another major part of the game is getting all of the information from the game itself such as what items exist, how to craft them, and various other bits of information that I can't really find online (the cosmodread wiki is a bit helpful, but I will definitely be updating it with more information as I gather it.
I have also made several design documents that I have been using to prototype UI elements and layouts before trying to implement them.
The main purpose of this project is to teach myself better programming techniques than the ones that I used during the makin of my DungeonCE project, and I think I have been doing a good job so far!
I would have made more progress on this project, but the last few years have been pretty rough for me life-wise, so I haven't really had the mental energy to continue until very recently, I hope to pick up the pace more soon~
I will include a screenshot or 2 of what I have so far, and everyone should let me know if they want to see some of my UI designs for the actual gameplay portion!
Current Goals:
-I am getting the newgame menu working and looking good, and then I will look at map generation again
-work on map generation
-get some sprite work done for map tiles
-get a map working with player
-get more information by actually playing the game more (I'm not copying everything from the game, I just want the collectable text logs to match, and want the recipes to match. I have no way of getting the specific health and damages of enemies and weapons and stuff, but I want to balance those myself, since obviously the gameplay is different)
Here is the sprite I have made for the player character, patient 247
Current Main Menu:
(the blinking is more uniform in real life)
I will probably round off this crt, but I haven't done it yet
If you aren't familiar, Cosmodread is a VR horror survival roguelike that takes place on a mysteriously derelict spaceship that the player character awakens on. The goal of the game is to get the ship's systems up and running and get back to earth. I am reimagining this vr game as a top-down horror survival rogue-like
In January 2022 (when I started the project) I contacted the developer of the game and asked him if i could take a peak at his map generation code so that mine can be as accurate as possible, and he gave me access to some prototype python tools of his (which I had to sign an NDA for, so no looksies) which I have been poking around at to get my own map generation. I got a bit swamped down with all of that and so I decided to work on getting internal frameworks for the main menu and new-game selection screens working.
Another major part of the game is getting all of the information from the game itself such as what items exist, how to craft them, and various other bits of information that I can't really find online (the cosmodread wiki is a bit helpful, but I will definitely be updating it with more information as I gather it.
I have also made several design documents that I have been using to prototype UI elements and layouts before trying to implement them.
The main purpose of this project is to teach myself better programming techniques than the ones that I used during the makin of my DungeonCE project, and I think I have been doing a good job so far!
I would have made more progress on this project, but the last few years have been pretty rough for me life-wise, so I haven't really had the mental energy to continue until very recently, I hope to pick up the pace more soon~
I will include a screenshot or 2 of what I have so far, and everyone should let me know if they want to see some of my UI designs for the actual gameplay portion!
Current Goals:
-I am getting the newgame menu working and looking good, and then I will look at map generation again
-work on map generation
-get some sprite work done for map tiles
-get a map working with player
-get more information by actually playing the game more (I'm not copying everything from the game, I just want the collectable text logs to match, and want the recipes to match. I have no way of getting the specific health and damages of enemies and weapons and stuff, but I want to balance those myself, since obviously the gameplay is different)
Here is the sprite I have made for the player character, patient 247
Current Main Menu:
(the blinking is more uniform in real life)
I will probably round off this crt, but I haven't done it yet