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Gamedev Greedable
United States
Registrace 4. 10. 2022
Developing Penumbra Tower, Wishlist on Steam today đž
Penumbra Tower is a turn-based roguelite dungeon crawler. Find, collect and synergize item effects to create an unkillable frog adventurer. Explore randomized environments with unique hazards, challenging enemies and powerful tower bosses.
Penumbra Tower is a turn-based roguelite dungeon crawler. Find, collect and synergize item effects to create an unkillable frog adventurer. Explore randomized environments with unique hazards, challenging enemies and powerful tower bosses.
I did this to Fix My Game - Devlog
âïž Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/
đŸ Join the Discord: discord.gg/RYSrRjDwrM
Good afternoon, everyone. This Devlog covers all the changes I've made in the last 4ish months including reworking the grid generation system to include dynamic room shapes and custom layouts, while also redesigning those ugly hazard tiles that everyone seems to hate. I also completely redesigned the combat system to be fairer in terms of receiving damage from enemy units, while also expanding the enemy's ability system. Finally, I made quite a few changes to the item system as well, which will now be referred to as the Relic system. Relics are now upgradable passive effects. I hope you enjoy this Devlog and look forward to the next version of the Penumbra Tower demo which will be ready at an undisclosed future date.
Penumbra Tower is a frog themed turn-based dungeon crawling roguelike.
/// CHAPTERS ///
âž 00:00 Introduction
âž 01:24 Room Generation System
âž 08:05 Combat System
âž 14:45 Relic System (items)
/// VIDEO Background Music ///
Flowerboy, Gato Paradiso: www.youtube.com/@flowerheadmusic
nobonoko - Answering Ferrit Machine, nobonoko - swamp: www.youtube.com/@sinewavy
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#gamedev #devlog #roguelike
đŸ Join the Discord: discord.gg/RYSrRjDwrM
Good afternoon, everyone. This Devlog covers all the changes I've made in the last 4ish months including reworking the grid generation system to include dynamic room shapes and custom layouts, while also redesigning those ugly hazard tiles that everyone seems to hate. I also completely redesigned the combat system to be fairer in terms of receiving damage from enemy units, while also expanding the enemy's ability system. Finally, I made quite a few changes to the item system as well, which will now be referred to as the Relic system. Relics are now upgradable passive effects. I hope you enjoy this Devlog and look forward to the next version of the Penumbra Tower demo which will be ready at an undisclosed future date.
Penumbra Tower is a frog themed turn-based dungeon crawling roguelike.
/// CHAPTERS ///
âž 00:00 Introduction
âž 01:24 Room Generation System
âž 08:05 Combat System
âž 14:45 Relic System (items)
/// VIDEO Background Music ///
Flowerboy, Gato Paradiso: www.youtube.com/@flowerheadmusic
nobonoko - Answering Ferrit Machine, nobonoko - swamp: www.youtube.com/@sinewavy
/// SIMILAR VIDEOS ///
AIA: 1 Year MAKING an OPEN-WORLD game
czcams.com/video/aN5nqkGBQDY/video.html&ab_channel=AIA
Watt Designs: 1 year of progress on my game
czcams.com/video/ClETeoWp7I8/video.html&ab_channel=WattDesigns
mz_eth: My First Year Learning Coding and Game Dev | GODOT DEVLOG
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Giedzilla: 1 Year of Learning Game Development In 6 Minutes
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#gamedev #devlog #roguelike
zhlĂ©dnutĂ: 28 685
Video
One Year of Learning Gamedev
zhlĂ©dnutĂ 59KPĆed 2 mÄsĂci
âïž Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/ đŸ Join the Discord: discord.gg/RYSrRjDwrM Hello, this video goes over all the gamedev progress I made over the course of the last year. Penumbra tower has been a project that I have worked on part-time since March 2023. At the beginning of this journey, I didn't know anything about game development. The majority of the vid...
Soo, My Game Was in Steam Next Fest
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âïž Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/ đŸ Join the Discord: discord.gg/RYSrRjDwrM
Developing a Boss Fight in 5 Days
zhlĂ©dnutĂ 4,4KPĆed 4 mÄsĂci
âïž Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/ đŸ Join the Discord: discord.gg/RYSrRjDwrM Hello, this Devlog covers the process of creating the Penumbra Tower demo boss. #gamedev #devlog #roguelike
I Made My Indie Game Demo Juicy
zhlĂ©dnutĂ 2,9KPĆed 4 mÄsĂci
âïž Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/ đŸ Join the Discord: discord.gg/RYSrRjDwrM This devlog covers all the updates i made based on the feedback i received from the play testers in preparation for the February Steam Nextfest. These updates include a boss fight, updating the ui again, adding tooltip data for player stats, enabling chests to be rerolled, updating...
Prepping My Game for My Friends to Playtestđ
zhlĂ©dnutĂ 4,2KPĆed 5 mÄsĂci
Wishlist Penumbra Tower on Steam Today: đ store.steampowered.com/app/2600290/Penumbra_Tower/ This slightly shorter devlog is covering what I did in preparation for allowing my friends to play a playtest version of Penumbra Tower. This includes updating existing Ui screens, adding a settings menu, adding a main menu, updating all the sound effects and adding one new item. /// CHAPTERS /// âž 00:0...
How I Made the Player Feel POWERFUL
zhlĂ©dnutĂ 4,8KPĆed 6 mÄsĂci
Wishlist Penumbra Tower on Steam Today: đ store.steampowered.com/app/2600290/Penumbra_Tower/ Hello, in this devlog I mainly cover adapting all the enemy abilities for the player to use (the cleric-odile's mass heal ability is not mentioned because it is functionally the same as the eat cheese ability). I also tackle some new item effects as well as the addition of a dialog system that will be u...
Why My Game is About to Blow Up
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Wishlist Penumbra Tower on Steam Today: đ store.steampowered.com/app/2600290/Penumbra_Tower/ Hello, my boys. Today's devlog covers the addition of 5 new enemies each with a unique ability, this devlog also includes the addition of the bombing mechanic. I feel like i lost my mind while editing this one, a lot of content is covered in a very short amount of time. I recently went back and watched ...
Penumbra Tower's Most IMPORTANT Devlog
zhlĂ©dnutĂ 6KPĆed 8 mÄsĂci
Wishlist Penumbra Tower on Steam today: đ store.steampowered.com/app/2600290/Penumbra_Tower/ Hello everyone, this devlog is going to cover enemy damage and health scaling as well as the introduction to the unit ability system. The ability system in this devlog will cover abilities for the 3 existing units (pikeman, roguedent, and ssskirmisher) as well as the addition of a new unit. In the past ...
I Needed to Create 3 New Tile Maps
zhlĂ©dnutĂ 1,5KPĆed 9 mÄsĂci
âïž Wishlist on Steam: store.steampowered.com/app/2600290/Penumbra_Tower/ đŸ Join the Discord: discord.gg/RYSrRjDwrM Hello, This Penumbra Tower Devlog will cover the addition of 2 new floor types (Forest and Volcanic Floors), along with some updates to the hazard tiles functionality. I've also been working on a new item that requires the enemy to be frozen. Next devlog will cover enemy scaling pr...
BURNING ENEMIES in my Dream Game - Penumbra Tower Indie Roguelike Devlog
zhlĂ©dnutĂ 3,3KPĆed 10 mÄsĂci
Wishlist Penumbra Tower on Steam today! store.steampowered.com/app/2600290/Penumbra_Tower/ In this Penumbra Tower Devlog, we are going to covers status effects: mainly burning, poison, bleed, and freeze... with the addition of some other items that i also added to the game over the last couple weeks (block, thorns, actions, stun). #indiegame #devlog #Roguelike
I Added ROGUELIKE ITEMS to my Game - Penumbra Tower Devlog
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I Added ROGUELIKE ITEMS to my Game - Penumbra Tower Devlog
Adding ITEM EFFECTS and SNAKES to my Roguelike - Devlog
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Adding ITEM EFFECTS and SNAKES to my Roguelike - Devlog
NEW Dungeon Tileset, Enemy Sprite, etc. - Devlog
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Turning my roguelike into a DECK BUILDER - (Penumbra Tower Devlog #3) Indie Roguelike Game
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How to Create 2D Sprites & Import Them into Unity - Workflow Tutorial
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Switching From Pixel Art to Hand Drawn Sprites - Indie Roguelike Game Devlog #2
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Making A Game With No Experience - Indie Roguelike Game Devlog #1
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Making A Game With No Experience - Indie Roguelike Game Devlog #1
I think it would be a cool idea to have like a storm biome room that spawns lightning and possibly set fire to the tiles
Very cool! But i have one question... what font you use in 7:17 ?
what did you use to create your characters an other art? I thought your characters were really dope fr
he mentioned krita the free art tool
can I design a cyborg frogggg?!
can i be featured in the game as a tv manđłđ
For evasion item icon maybe you can do a boot dashing! Great video and keep it up! I look forward to this game!
Why is the art and UI better than many released games, even successful ones !?
I would like a goal when playing a rogue-like. You can maybe consider to add room choosing like Hades. That way you could give players more agency on the game. Also some breathing rooms could do well I guess. They will just be free rooms only containing things that a true mighty frog warrior deserves. Such as bunch of fly to eat and regen hp etc.
eh.... water monsters dat spawn in mossie rivers
oh and 1 of the bosses cant be a see-monster
Though maybe not relevant anymore with the recent changes. I had a thought while watching all the dev logs, when you talked about scaling enemies in difficulty that other than just giving 'em more health and damage they could have been given a random assortment of the items as well (a % of what you are currently carrying or something) to add some randomness or extra level of "strategic obstacles". Maybe it still could work, maybe it would be a pain to balance, who knows. đ€·ââ Food for thought.
The quick sand mechanic looks really fun but it seems like they's a lot on screen. It might be good to only have a few so that the player can work out which ones go where and plan accordingly. In any strategy game, to much randomness is always bad. Overall really great work though, wishlisted!
Imagine if the game had rhythm based movement
9:46 - 9:56 đđ This part had me laughing so hard
Art. I sated my curiosity, but.. I'm doubtful that's the correct word anymore. That said, enjoying the rest of the video.
good vidđž
More explosiveđđ
depending how easy/fast each level is, the amount of zones can make a massive difference. coming from Shattered Pixel Dungeons (SPD), i dont think i would play if there was 10 floors between each boss. SPD is pretty punishing tho. game looks fun. gl on the dev journey!
You a king
what have you done fool! delete everything and restart again :( - Greedable
perlin!!!!!!!!!!!!!!!
This could be really streamable game challenge for people who making live content ( yuor game looks really good and fun to play)
I think you should had controller support. I would definalty wait to add that you have controller support on the steam page before you acutally have it in the game. Many players are going to get mad if they install the demo and it doesn't have controller support.
Please tell me that "Toadgoth" is a reference to "Morgoth" from Tolkien's Silmarillion?? đ The game is coming along very nicely. Awesome work, brother! Keen to see more!!đ€
i love how your game is looking! im going to be seeing the progress you make and hopefully play it when it comes out, i would recommend making a frog/ogresque like boss, since you added an enemy similar to that, also lowering the generation of skulls in each level because it feels a little too repetitive, or maybe adding another tipe of obstacle so it doesnt feel like that, keep the good work!!
How do you animate your art? Do you just create static images of char and put those in game engine? Im sorry im new
this game is like crypt of the necrodancer but without rhythm, great game tho
im trying to make a game and i decided for pixel art style,something new for me ,i had experience with hand drawn and animation but not with pixel art ,and its being really difficult to learn mostly about animation ,its taking me more time ,when i saw the video i try to guess if it would be better to do the same about making hand drawing artstyle than pixel art ones,it would be much easier...but the thing is ,the soundtrack of the game is 16 bits and i dont think it woul fit having old school videogame music with digital art
POV:Your Art is awful and still watching this video
the video probably got a lot of views because of the time it was uploaded. A lot of people where watching game devs at the time
what I think would be a great addition to the game is somenthing like: permanent upgrades. These are upgrades that you keep permanently even if you start a new game (if its a rogue like). I also have a relic suggestion. bloodthirsty: whenever you kill an enemy you will gain temporary stat boosts. also what may be cool is curses, these are just Items you can get in chest, you don't get to choose between other relics and It just give you something like less damage or extra burn damage against you.
i also think relics should change the visual looks of the character like swapping the weapon ect ect
Something i would do for more of a visual feel would be to give the sprites more animation like the rat actually throwing the bomb instead of it just appearing out
You leatned code and did all this in one year đ€Ż
You should check out Waven
I used that learning thing too!!!!!!!!! In that same course. And I 100% agree the difficulty spikes around that point.
Dungeon Froggler like Dungeon Crawler, but I do like Penumbra Tower
In regards to the weight system for the floors: If muuuuultiple common enemies are a possibility, make sure to adjust the floor size to it's weight, else it could be a mess. Also, make sure the player can use some kind of AoE ability in some way, nothing more satisfying than ending a horde of minions in one blow. EDIT: Now I finished watching and saw the shock chain and burn spread. That could do, else it could be tedious if no elites in the room (or at least it was a possibility) I like how you are reshaping yout game, keep it up!
What witdth and height and Dpi do you use for your canvas when making your sprites? They look so crisp and good. Im trying make a game myself and I also wanna make handrawn sprites but all I find is guides on how to make pixel art...
Strange question, but are you in need of a game music producer?đž
what the name of your other webdev channel?
i have 52 đ
Just found your channel! I'm impressed with the art style and will definitely check out your game when it comes out!I was thinking about maybe a jungle environment with creepers to swing around the map.
>tiktok cringe voice unsubbed, disliked, and left a hate comment (this one)
The game is looking great!! But I think a great idea would be to make it a little less cute. Turn the particles as actual flies and let the body of dead enemies to persist some turns so that it gets in the way of the player as an obstacle.
am i the only one mad u did not show how to remove background|?
I think, if you dont have a background in your psd file, there wont be a background in the sprite. Afaik, the psd file is used directly in Unity, no export/import of .png files needed
My eternal enemy - art
I agree with you that you put the game in steam next fest too early, altough it might be a good push stat wise. I think if your game was a bit more polished it would have given the game more popularity. Just the changes you showed in the video are a great improvement, really like the new look of the hazard tiles and corner tiles.
the UI look sick !
you could make room with no enemies but merchants that sold random items every 20 room. đ
"Art" and that kids, is how i developed ocular melanoma!