Skip to main content

Doge Rogue, Done Enough

I budgeted 7 hours towards finishing my 7DRL, and it ended up closer to being 20, but that's okay, I got some good practice in.

Granted, this second and final day started off rather disappointing.
  • I wanted to have an idol retrieval leg of the quest, but the Rog Framework teleports were not allowing Doge to leave the boss level. 
  • I also wanted to allow the player to restart the game upon beating it, but could not figure out a way to leave the scene, return to the scene, and reset the Rog Framework without breaking it.
I do not think that any of these bugs were truly beyond my ability to resolve but, as the Rog Framework was not my own work, it might take me more time than I really had this weekend.  I consciously chose to pursue a more important priority: the point was to finish the game.

Once I accepted what I couldn't do, I was able to move on to the fun stuff I did not do yesterday.
  • I added the McGuffin to the final boss and made it transition to the end scene.  
  • I added three items for Doge to wear and figured out how to create additional Rog Framework map patches so I could add chests to make sure there was exactly one of these items in the game.  
  • I added dog biscuits and arrows for Doge to pick up, basically repurposed healing and mana potions.  
  • I made possession of the bow required to shoot the "fireball" provided by the demo of the rogue framework and turned it into an arrow.  
And so on.  For the most part, these kinds of changes were intended to reach "finished" ASAP and so most of this re-used assets from the Rog Framework demo.  (Although this is basically what the demo was intended to do: show the people who bought the framework how to create the GameObjects and scripts from its examples.)

However, many aspects of Doge Rogue were uniquely my own.
  • The procedural generated combat text, rife with Doge-isms. 
  • The choice of mobs and items.
  • The deliberately goofy game balance, just challenging enough to require the player show a little effort, but broken where it matters.  
It all came together in such a way to assure that this roguelike half-asses self-aware irony in its very design, just like most of its memes.
Had I made more time to work on the game, I could have done a lot more with it.  Some of the ideas I had:
  • CATS sets Doge up the bomb, requiring Doge flees to the surface with a fireball pursuing them the whole way.
  • Themed tiles to set the levels apart.  
  • Replace the health counter UI element with a dog biscuit that gets shorter the less health Doge has.  
  • A Doge credits sequence that parodies BrodyQuest.
Water under the bridge, I suppose; there's no limit of what can be done if you have the time; such is game development.

Honestly, I ended up spending a lot more time on Doge Rogue than I intended.   I wanted to do more than one thing with my weekend, ideally only investing about a third to a half of it on Doge Rogue.  Instead, I did not quite disengage with it over the entire weekend.  Still, at least I finished making a game, and it feels good to know I am capable of that after so many failures.
I think it really helped that I had an amusing concept.  Memes are funny.  Perhaps a kind of puerile funny, but it helped bolster my spirits and keep me working on the game.  There's something to say for trying to inject that kind of energy into one's work.  Giggling at my own jokes helped me to stay on task.  I'm such a nerd.

Doge Rogue is available for free download right here.


Popular posts from this blog

Empyrion Vrs Space Engineers: A Different Kind Of Space Race

In my quest for more compelling virtual worlds, I have been watching Empyrion: Galactic Survival a lot this bizarro weekend, mostly via the Angry Joe Show twitch stream.  What I have concluded from my observations is Empyrion is following in Space Engineers' shadow, but it is nevertheless threatening the elder game due to a greater feature set (the modding scene notwithstanding).

Empyrion is made in Unity, whereas Space Engineers is built on a custom engine.  While this does put Empyrion at a disadvantage when it comes to conceptual flexibility, its developers nevertheless have a substantial advantage when it comes to adding features due to a savings of time spent that would have gone into developing their own engine.  Examples include:
Planets.  Empyrion already has planets and space to explore between them, whereas in Space Engineers planets are in the works but still awhile away (so you just have asteroid fields to scavenge).Enemies.  Space Engineers' survival mode boasts onl…

Resonant Induction Really Grinds My Gears... In A Good Way

From about 2pm yesterday until 8pm today, I've been dabbling with my latest custom mod mix for Minecraft 1.6.4, which is this time very much Universal Electricity focused.
Aside from the usual GUI enhancers and Somnia, the primary contenders in this mix were:
Calclavia Core - Of course: this is the base of the Universal Electricity system.Resonant Induction - This seems to be largely focused on increasingly more advanced methods of refining ores divided across 4 ages of technological progression.  It also includes some really cool things such as assembly lines.  I'll primarily be talking about just a few blocks out of this mod today.Atomic Science - A mod dedicated to generating more of those lovely universal electricity volts via the power of splitting the atom.  Build your own nuclear reactor!  Deal with nuclear meltdowns!  You maniac!ICBM - A mod dedicated to generating more destruction using those lovely universal electricity volts (and more than a little gunpowder), it cer…

Greasing The Grind: Adding Lasting Appeal To Virtual World Sandboxes

Game design, being about entertainment, is not as much science as art.  We're coming up with interesting things that the human mind likes to chew on that "taste" good to it.  Different people find different things, "Fun," and a game designer is tasked with coming up with fun, appealing things.  As pertains to virtual world sandboxes, I identified three of them.

Challenge Appeal.

Dwarf Fortress and Fortresscraft Evolved have the same end game appeal preservation mechanic: wealth equals threat.  The more money your Dwarf Fortress is worth, the bigger the baddies who will come for you, including a bunch of snobby useless nobles who do nothing but push dwarves around and eat.  The more energy you make in Fortresscraft Evolved, the more and bigger bugs come to shut down your base.  Rimworld does something a little different based off of which AI Storyteller you choose, but it generally adds time to your wealth accumulation when deciding what kind of threats to throw a…