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Olorin

@Olorin

Joined June 2nd, 2026

  • 4Devlogs
  • 2Projects
  • 0Ships
  • 0Votes
I'm me
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49m 36s logged

Devlog 4
I added simple enemy AI, and a randomly generated dungeon layout.
The AI was simple, I just made it follow the player and shoot at them if they are in range. Later I want to make them sight based. If they see the player in their line of sight, then they’ll shoot. I’d probably use raycasting for that.
The dungeon layout, I followed a tutorial from youtube by 16BitDev to understand how it works.
Essentially the rooms are generated as rectangles in a certain location, checking if they overlap. Then halls are generated inbetween using a start/stop location.
Theres a few issues with this that I’ll revise tomorrow (or whenever I work on it). Rooms can spawn right next to each other, with one or two walls between, but have no connecting path. I’ll likely set the boundaries so rooms have to be further apart, or if they spawn together, the wall is removed.
I’ll try to work on this if I can, but I’ve been occupied with a programming internship and other hobbies, so cya!

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1h 5m 4s logged

Devlog #3
Today I added a tilemap, and gave the enemy a weapon upon spawn.
The tilemap was pretty easy to learn how to do collisions with, making maps easy to make.
I’m learning about procedural room generation and how other developers have done it for Godot, so I may make my own for randomly assorted ships.
Additionally, since I already worked on the guns to be modular, I was easily able to have it adapt for the enemy.
Tomorrow, I hope to have the room generation down :3

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2h 43m 51s logged

Devlog #2
I added basic guns to the game. I made it modular, so I’m able to easily add in new types that have differing damage, attack speed, sprites, ect.
Branching from that, I made projectiles, which can be used for enemy attacks in the future. They too, are modular with sprite, speed, damage, ect.
I also made the weapon inventory and hotbar work correctly earlier today! All it does, is store what guns the player has, and displays them on screen at the bottom.
The equipped gun is just changed using a input from the corresponding number key of the hotbar slot.
I had issues with lag, eventually finding out it was just a print statement about ammo capacity, causing me to change it to a UI element.
I hope tomorrow, to get an actual enemy done or procedural generation.

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1h 57m 59s logged

Devlog #1!
I’m making a dungeon crawler roguelike set in exploring abandoned spaceships! This will be my second project in the Godot engine.
I worked on some of the basic aspects of the gameplay, such as movement, item icons, and weapon handling to get some of the easy stuff out of the way.
Hopefully by tomorrow, I’ll be able to make projectiles and expand on the inventory system.

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