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@twinspin6 multiplayer realtime roguelike i made ~10 years ago in lua + löve2d, all input commands are sent by client to server where the server does all real game logic and then the server says what happened in reality. the game runs at 10FPS serverside and all actions have delays and actions can be queued up, so even a ping of 500ms is not impacting gameplay despite EVERYTHING being serverside and 0 clientside prediction.

have some gameplay videos of various features, like AI that can decide to break down glass walls (windows), particle systems, light systems, placeable turrets and mines, multi-tile enemies (giant worm), way too many sounds made with my mouth and table and things near me (except gunshots and explosions, those are 80% stolen from SWAT4)

the game is fun but i overscoped my ideas and i have to rewrite a bunch of stuff to be smaller and more compact (last functional version is infinite levels, yet barely any item scaling, and the levels have clunky as hell intermissions) so i canned it permanently in 2021 cause i cant be bothered to rewrite 100 things and create 5000 new bugs
@foolghool @twinspin6 if you will do an offline rogue like, then i think löve's a pretty good choice

i think i also recommend godot heavily too, when i first used godot it hit me immediately in the right spot as a unreal engine 2 enjoyer, something that unity didn't do for me (everyone's every point and background is different so I'm never too sure what a best recommend is)