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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.


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