Making a roguelike with my friend



Honestly this awesome to do. I loved working with cornifer and we made a much better game than I thought we would
and that I know I could have done alone. His art is absolutely amazing and blows what i can do out of the water
and The effort he put in to get all the mechanics working was crazy. Even though the game is still not the greatest
I still believe that for the 7 days we had to make it the product was decent

I played a relatively small part in the actual creation of the game I think. I handled only the level generation (which kind of sucks)
Got all the enemies working although there are only 3 different types (charger, turret, normal), made different room layouts
and helped with bug fixes. Practically everything else was made by him.

The Great Baba breaks


I honestly when coming into this thought it was going to be a lot less time consuming so I spent alot of my time instead of coding
playing the fantastic puzzle game Baba is You. So for every minute of coding there was probably 2 for baba. Which wasn't
ideal for cornifer but can you really blame a man for that.
To be honest I've just picked up writing this again everything written before this was practically made just after the game was release and
now it's the 18/07/25 I can't really remember most the details so I'm just gonna have to leave it here. I'll talk a little about the enemies
and level gen so this thing isn't crazy small.

The Enemies


The AI of the enemies is really quite simple. The chargers which are these guys

just walk around randomly for a bit if you are not in there sight which is really just a circle around them that checks for the player and
if so it will do its attack if the attack is not on cooldown. This is actually mostly how the normal enemies work aswell except chargers charge at
the player hence the name and the regular onces just shoot a bullet pattern. And the last enemy type the turret is also simple it's stationary
and shoots like the normal enemies but while not shooting it is invincible.

The Level Generation


This is kinda janky to be honest. I'm not quite sure if this is algorithm thing has a name already. It's kind of similar to how the original binding
of isaac's level generation worked but a bit more funky. It works like this we have a starting room lets put it at 0,0 we then take a number from 1-4
then use that to tell us how many neighnouring rooms to make and we add them to a queue and give them a position next to the room they spawn off of like
like a neigbour of the start room might get given the position 1,0 or 0,-1.
We mark all of the still empty tiles that are adjacent to the room we are building off to be permanetly empty and cannot be turned into rooms this
is supposed to make it so that the map doesn't look so much like a diamond shape expanding from the start.
We just repeat these steps going through the queue until we reach are desired room count.