Creating Roguelike RPG Item Effects || Devlog - Project Bloom

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  • เผยแพร่เมื่อ 26 ก.ค. 2024
  • Roguelikes are defined by several things like procedural generation and RNG elements. But one of the biggest yet overlooked contributors to a successful roguelike are the item combinations. In this video I talk about my process for making RPG item effects.
    Project Bloom:
    store.steampowered.com/app/14...
    Music from #Uppbeat (free for Creators!):
    uppbeat.io/t/soundroll/forgotten
    License code: 8GA23GK3NF689ULQ
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ความคิดเห็น • 33

  • @gearhead417
    @gearhead417 6 หลายเดือนก่อน +5

    I really appreciate that you saw a "problem" with effect stacking and instead of getting rid of it you understood that its fun to let players slightly break the game. The player is sacrificing the balance of a full team for the meme and instead of punishing the player you understood that its better to let that ride and in some ways reward them for trying to make stuff like that work.

    • @EdomGames1
      @EdomGames1  6 หลายเดือนก่อน +2

      Yeah exactly! Half of it was letting players have fun, the other half was kicking the can down the road lol. But we'll see what happens

    • @11sveden12
      @11sveden12 6 หลายเดือนก่อน

      @@EdomGames1 Yeah if you're able to lean into it then by all means keep it in. The more variety in builds the better.

  • @calicow
    @calicow 6 หลายเดือนก่อน +4

    Really clever way to handle your items. I just discovered your channel recently and your game looks awesome. Can't wait to play it!
    Also--so glad to see Inkbound getting some love. I feel like it's severely underrated for how fun it is.

    • @EdomGames1
      @EdomGames1  6 หลายเดือนก่อน +1

      Thank you I appreciate the support! Yeah Inkbound is a very fun game. Im waiting for full release to play it for real haha

  • @Karl_oa
    @Karl_oa 6 หลายเดือนก่อน +4

    Hey!
    We have a similar system in our FPS roguelike. We decided to go with delegates and broadcasting for items and effects such as these. I'm by no means an expert, but it's really nice being able to just "Subscribe" to an event and being able to respond to it so easily.
    Game looks great btw! :D

    • @EdomGames1
      @EdomGames1  6 หลายเดือนก่อน +2

      How could I forget about delegates lol. That's 100% another way to do it. I didn't think about it at the time. I should really incorporate that more. Thanks!

    • @ThePoinball
      @ThePoinball 5 หลายเดือนก่อน

      Thats what I also do!

  • @ayl-rose
    @ayl-rose 5 หลายเดือนก่อน +2

    Great devlog, I like a lot your game!

  • @Cryptona5387
    @Cryptona5387 6 หลายเดือนก่อน +2

    The beauty of the holy trinity is that each role has its pros and cons
    Tank - strong survivability but lacks sustain and damage
    Healer- strong sustain but lacks damage and survivability
    Dps- strong damage but lacks sustain and survivability
    Each role complements each other, next up is how do you "force" the player into that system, the answer is simple, with good enemy design
    Enemy 1- has an attack that deals a lot of damage but takes for example 3 turns to shoot that attack, a group of only tanks and healers would lack the damage and result in healers dying
    Enemy2 - has a strong fast attack that hits the closest unit, a group lacking a tank would wipe quickly to that
    Its all up to how you design your enemies

    • @EdomGames1
      @EdomGames1  6 หลายเดือนก่อน

      I really appreciate the input, the enemy ideas are actually very interesting. I'm in the middle of internal play testing and one of the things I wanted to do was spice up the enemies a bit. These two examples coupled with your comments on roles gave me ideas! Thanks!!

  • @salcalo5985
    @salcalo5985 4 หลายเดือนก่อน +1

    I solved that problem for my deckbuilder game using events for each effect.

  • @rockinpatty346
    @rockinpatty346 6 หลายเดือนก่อน +1

    Good job as always and thanks for sharing your wealth of knowledge! I’m going to be tackling this exact challenge soon, but luckily I’m in Unreal and I can make calls when the triggers happen. Then have all of the scripts listen for when those calls are made to activate the effects. Best of luck to you and can’t wait for you to have that prototype soon!

    • @EdomGames1
      @EdomGames1  6 หลายเดือนก่อน

      Thank you very much! Good luck on your project as well, I'd like to see it one day. I'm upset I forgot about adding events with listeners lol. That's probably the better way of handling this kind of system. I'll try it the next time I have to do a big system like that

  • @PaahtimoGames
    @PaahtimoGames 6 หลายเดือนก่อน

    Looks great! Good luck with the project! Interesting approach that items are assign to the team instead of individual. I can see it backfire but it also creates unique ways to create powers!

    • @EdomGames1
      @EdomGames1  6 หลายเดือนก่อน +1

      Oh it's already backfiring lol. It's rather limiting when it comes to building a unit. I'm trying to figure out a way to make it work. Fortunately giving everyone their own equipment is like a day or two of work. And all the items will work the same too. So I'll stick with it until it's proven it can't work. Almost there though lol

  • @Neighborin0
    @Neighborin0 5 หลายเดือนก่อน

    Just stumbled on this project and I just wanted to say it looks amazing! I've also been designing a Turn-Based Rougelike recently and going through your devlogs, it seems we share similar design ideas and philosophies.
    One thing I wanted to ask you is what is your process on creating your skill VFXs? I come from a more character design background, so transitioning to animating skill effects has been quite a challenge. Your skill effects look amazing, so I'm curious on how you make them.

    • @EdomGames1
      @EdomGames1  5 หลายเดือนก่อน +1

      I appreciate the kind words thank you very much! Regarding your question, the vast majority of skill effects are from asset packs that I have purchased throughout the years, then modify them to fit the look I want. The asset pack I specifically use is from Hovl Studio primarily. It's really just mixing effects I find to match the look that I'm going for!

  • @amirambojia5379
    @amirambojia5379 4 หลายเดือนก่อน

    Just today I found out your channel and subscribed. Was actually studying and planning to make a relic system for my game and try to see how other devs did it. You explained it very well, continue doing what you do!
    And for the team effect activating 3x problem, i think you can place a counter that activates that relic only once?

    • @EdomGames1
      @EdomGames1  4 หลายเดือนก่อน

      Thank you for the support! As for your question, the way it's currently built is each unit has a unique instance of the item, so the item effects from different units don't actually speak to each other. It built on top of an older system where the player equipped items onto each unit, so that's where the problem really came up. It's something I'll have to fix later when I refactor everything.

  • @sebasrez
    @sebasrez 6 หลายเดือนก่อน

    I wish I saw this earilier! Excellent set up and Im glad to know we came to the same conclusions!
    Also, was it challenging coming up with a title for this devlog? I thought it was going to be about VFX based on the title and thumbnail.

    • @EdomGames1
      @EdomGames1  6 หลายเดือนก่อน

      Yeah I can see where that could be confusing actually! I probably should have checked for that. Title and thumbnail is always a challenge lol. I'm trying to take the "less is more" approach now. I could make a video on the VFX, but a lot of my particles are purchased assets that I modify a bit to fit my games visuals. Probably in the future I'll overhaul it

  • @TuberTugger
    @TuberTugger 6 หลายเดือนก่อน

    YES! More more
    Edit: I'm dying to play this. And this dev is a goldmine!

  • @KindSparkdev
    @KindSparkdev 6 หลายเดือนก่อน +1

    Hey out of curiosity. Why run a foreach loop for each item in a list and not just create a delegate that's invoked whenever that phase in combat is reached?

    • @EdomGames1
      @EdomGames1  6 หลายเดือนก่อน +3

      Short answer: Because I'm dumb
      Long Answer: Because I'm really dumb lol.
      But really it's because I just didn't think about it at the time. When I first learned programming delegates were something that I avoided because when the subscribed methods wouldn't trigger, the engine never gave me an error message. So as someone learning, it was very difficult for me to debug.
      Since I have more experience now, I can definitely agree that simply adding some listeners to the item effects would have been significantly easier. But you live and learn lol. For the next system I'll definitely consider this approach first!

    • @KindSparkdev
      @KindSparkdev 6 หลายเดือนก่อน

      @@EdomGames1 I know you're joking but don't be hard on yourself man. I do that ish all the time. Hell I started on a hack and slash game without the ability to draw or 3D model lol

  • @Hector-bj3ls
    @Hector-bj3ls 5 หลายเดือนก่อน

    As a professional software engineer I will say two things.
    1. The code that runs in every application that has been released is full of silly this and wtf that. If you tried to do everything perfectly all the time you'd die before you finished and even if you were really fast it'd probably be impossible for some features anyway. That's just the nature of some problems.
    2. The only real "I know that's going to suck later" flag raised was when you said you placed the checks all over the code. Refactors and new trigger conditions will get missed and you'll have annoying to track down bugs. One way to improve the experience when debugging would be to publish all the effects to a queue and have a system drain the queue and execute the effect. That way you have a single point to inspect if you suspect things are missing. You may have that already and without knowing more about the code I can't really say anything else either.
    Good luck with the game though. I'd say you should definitely keep the game breaking builds. It's one of the main appeals of these types of games. Everyone loves to find the insane OP builds.

    • @EdomGames1
      @EdomGames1  5 หลายเดือนก่อน +1

      Hey thank you very much for the advice! Regarding your second point, I believe I might have done this already without realizing haha. There is a single point where the effects get triggered, namely the Item Effect Manager (IEM). The triggers simply tell the IEM what effects it should use. However it's definitely not the cleanest system and is troublesome to maintain sometimes. Specifically when I have to add new trigger conditions

    • @Hector-bj3ls
      @Hector-bj3ls 5 หลายเดือนก่อน +1

      @@EdomGames1 Some general rules for writing decent software:
      1. Make it work
      2. Make it fast
      3. Make it pretty
      Step 3 is optional and only for your benefit. The end user isn't going to care what the code looks like. They just want to play the game without bugs and without lag.