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Topics - lyeeedar

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7DRLs / The Abyss of Souls [7drl 2017 Success]
« on: March 05, 2017, 05:00:19 PM »
Hello all, I am once again participating in the 7drl with a game called The Abyss of Souls.

In this game you will be playing as a sinner who has died and gone to hell, and your objective is to cleanse your soul and ascend into heaven.

I'm starting from this codebase:

Hopefully it all goes well!

7DRLs / Quaestum Facere [Scifi 7drl 2016 success]
« on: March 05, 2016, 05:17:13 PM »
Hi all! This will be my first 7drl attempt so hopefully it all goes well!
I'll be making a scifi roguelike, where you play as a mercenary attempting to earn enough funds to retire.

I'm going to be taking the engine I've been building for A Skin of Others and converting it into a new game.

Over the past week I've been drawing assets, so this is the set that I have currently completed link.

Traditional Roguelikes (Turn Based) / EtRD - Enter the Roguelike Dimension
« on: February 14, 2013, 09:51:15 AM »
Enter the Roguelike Dimension (EtRD)

EtRD is a fully 3D roguelike with it's graphics based on its ascii ancestors. Rather than focusing on creating expensive and complex graphics it will instead focus on a stylised graphics style and compelling gameplay.

Check for the latest updates and releases!


The game runs in real time (not turn-based) and is completely in first person. The levels and enemies will be procedurally generated and therefore the game will contain permadeath.

A unique feature of the game is an extensive crafting system. All enemies will drop components (rather than equipment) when they are killed which can be used to craft items. You will obtain recipes throughout the game that describe the shape of an item, made up of a series of slots. In these slots any component can be placed. For example, a sword is made from a hilt, a blade core and a blade edge. In each of these 3 slots you can place any component (for example, stone as the hilt or fur as the blade edge) and the resulting item's stats will be based on the properties of the components used. This should hopefully make the crafting system much more interesting.

Eventual Game Features:
    Procedurally Generated Levels
    Unique Static levels (Bonus levels, story levels etc)
    Procedurally Generated Enemies
    Unique Boss Monsters
    Extensive Crafting System (Used to make all your equipment)
    Extensive Spell crafting system
    Dynamic Story

Implemented Features:
    Procedurally Generated Levels
    Procedurally Generated Enemies
    Extensive Crafting System
    Combat System
    Basic Enemy AI
    Spell System


Now some screenshots:

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