BitDrop
- 32 Devlogs
- 160 Total hours
This is a pachinko roguelike game inspired by Slay the Spire, Balatro, and Ultrapool
This is a pachinko roguelike game inspired by Slay the Spire, Balatro, and Ultrapool
As a prize for your great work, look out for a bonus prize in the mail :)
FIREFOX SUCKS.
anyways i added a buncha sfx and ct5 found a bug where the game done goofy mode on firefox so i had to fix that
#SHIP TIME YAYAYAYAYAYAYAY
ITS ALL COMING TOGETHER RAHHHHH. I added like 10 new daemons changed icons and balanced the prices along with sending my project into the hackclub slack for playtesting.
added a few consumables and added basket mods
added a win screen for when you win with a button to go endless mode called “ascensions”
made a hint based tutorial system every time you encounter a new mechanic
made a main menu
added settings and stats page to the esc menu thing
since we are nearing the phase where i ship this project i already have set a roadmap of things i need to do so i figure i could just share it here:
pin mods now show what level they are aswell as all the other mods on the pin in the form of colors and dots and hovering shows it more detailed also escape menu has buttons now.
I got sidequested again for the escape menu so ill be working on that in tandem with the modifiers code and stuff
made is so you can stack mods on pins and some are incompatible with others
added new consumables that modified pins on the board to do different things
got sidetracked from original plan and made daemons look better along with making the map have velocity that keeps momentum after you stop scrolling
I think this is kinda cool so basically i have the empty daemon slot image and when a daemon slot is empty it just keeps that sprite up and adds text ontop of that that says empty daemon slot (number). But when you get a daemon it uses the same hueshift function i have from the shop daemons and consumables and hueshifts an overlay with a transparent interior to add color and stuff.
Empty daemon slot:
Occupied daemon slot:
then put hover effects and stuff ontop
added buy and sell animations along with fixing a few bugs it was alot faster than initially planned cuz it was just re-purposing existing code
screenshake(intensity,duration); anywhere and add screenshake with one lineTriggerGlitchAt(bounding-box-using-raylib-rectangle, duration); to glitch effect a location for a durationmaybe 6 hours for this update
updated shop graphics for consumables and made a custom class to make custom shaped polygons
im hoping this next update can be completed in like 5 hrs or less to keep the pace of more frequent devlogs
updated shop graphics and animation
updated the nodes in the map to look better and custom icons along with making the pathways more distinct from the background
I currently plan to dedicate the next few updates to improving graphics before i continue with the gameplay changes i have listed below
Added consumables to the shop and reduced consumables slots
i came up with alot more ideas to implement
Added two consumables, changed price of rerolls and did some code restructuring.
Added consumables slots graphics and the use/sell buttons that do nothing so far mainly ripped from the daemon code along with basic backend structure for consumables.
Added money adding animation, 4 new daemons, and a reroll animation
Added menu transitions, fixeds a few bugs
Polished the map more and added it into the gameplay loop so that it sets the quota and adds money still no animations for these
I made it so rerolls cost money, empty daemon slots have a graphic now and started the start of a level map/selector.
I started finishing the shop system i started last devlog. I added rerolls to the shop aswell as a next round button. I also added 2 new Daemons.
I want to add a graphic for empty daemon slots and add consumables of some sort and the upgrading daemon system along with the slay the spire level map. shop could use more polish with hovers and icons.
I started work on a shop system and have item purchases up now. I added a few new daemons and squashed a few new bugs.
Still considering that hands system for later maybe in 3 devlogs
I want to add a graphic for empty daemon slots and have you a bought item graphic so you cant buy it again in the same shop. reroll and next round button in shop.
I made Daemons almost fully functional and made them affect the gamestate. I also added a visual so you know which ball is being effected by which daemon.
I’m thinking of making a hands system where you choose how many balls you drop at the start and then you have to wait till they all score before you can drop more balls.
I want to add a graphic for empty daemon slots and add a shop system which pops up after you pass the score threshold and all balls finish scoring.
just worked on backend this update and minor graphical changes. I made it so you can click on the daemons and move them up and down aswell as sell them.
i also changed the level of the daemon indicator location, added the graphic for overclocking (buff past max level planned in future basically), and made it easier to make daemons.
i wanna add a sell value to the daemons to add to credit balance and make the credit balance actually exist. animations and making the daemons do stuff is next step then get back to pachinko
added a class system for my daemons to try to be able to implement a large amount of them including daemon level, color, effects, etc. Made the balls bounce on pegs with animation and hover animation on daemons. also added the balls have a value shown and when scored the scored data is moved upwards a bit until it disappears
the next steps i hope to achieve before the next devlog is that i hope to have a partly functional daemon system that works with the game or atleast be able to reorder and sell them before next update.
so this is the start of my game “BitDrop” it’s a pachinko roguelike that takes inspiration from games like balatro,slay the spire, ultrapool.
Your ball starts with a starting score of something i havent figured out the value of yet and gains score to and cashes out at the bottom. The 5 things on the right are jokers from balatro but like 100% original totally not jokers and are called daemons. There is a target Quota score measured in bytes with the base unit being a kilobyte and so on.
currently the plan is to have a limited amount of balls per turn and if you put multiple balls at the same time you gain a higher score multiplier but if you have balls leftover you get more money. The pegs i think would be able to be upgraded and the balls aswell. The baskets will prolly be the same throughout and the daemons will assist with scoring higher