Something critical that a lot of modern tabletop RPGs that are shooting for the "shitty late 1980s/early 1990s indie RPG" vibe usually miss is laser animals. If you really want to capture the spirit of the era, your setting absolutely must have a "monster" that's just a regular animal that can shoot lasers. Doesn't matter what kind.
No part of these descriptions contradict each other
There are exactly two types of "gnome" that exist in the collective conscious.
One is a whimsical little guy that smokes his pipe and lives in a mushroom. they are lovely, they are your friends, you have tea with them.
The other is effectively a eusocial nest forming rodent with the wherewithal, malice and thumbs to utilize vietnam war era tactics on you.
Can we see a puppy
If you're a color, are you red or green?
wormy wyvern (not to be confused with a wyrm)
some pieces i have to finish </3
How I feel when making a lot of code so I can do a small amount of code later
An old meme I made a while ago when I did the code managing room generation for Ruby Dungeon, but I hadn't any social media at the time and it's currently relevent to me again so I'm posting it now-
Art by Lennart Helje
In case anyone here follows me for Ruby Dungeon's related content (I don't think many do, the updates got little attention so far, but just in case), I just wanted to pop by to say that the game's not dead, I'm still actively working on it and great progress is being made.
I don't want to make content-related devlogs publically so to not spoil the game, nor release the content as it's being made because of the exploratory and open nature of the game, as slowly releasing stuff would force people into a single linear path, which isn't the intended experience.
What I can say though, is that 2 areas, a new ennemy type, more noticeable stat variety on existing ennemies, a new healing item and two special events have been added to the game so far in the past three weeks.
As for quality of life, I've just made a little rework of the inventory system to make it a lot more ligible:
I'm now working on a new higher level shopping area for the game, which isn't my favorite part to work on honestly. The progress to work ratio there is much smaller due to the amount of assets and texts that need to be made for the content, wheras a new area only take a few parameters, a few paragraphs, a single picture and a song, and bosses don't take much more then that either.
Therefore, it's probably gonna be a few days, if not weeks, before I'm done with the new shops. Once that's done though, progress should be much faster again, and the first half of the game should be quick work.
Thank you to anyone staying tuned for the game, and hoping to continue making progress fast.
If you haven't already, don't hesitate to check out the demo for Ruby Dungeon on my itch.io page:
https://bruoche.itch.io/ruby-dungeon
Forgot to make his arms. Oops
Paper-Thin Tutor, game dev, proud owner of exactly one working laptop
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