Some days ago I found a really nice framework on top of Monogame or SFML which allows you to create games with ASCII art. SadConsole does include a fully functional gui library and objects for drawing it on console containers. I did play around with it a little bit and it seems really nice.
It does need a better documentation in my opinion but there is a discord community helping out with any questions.
It's running on dotnet and therefore is cross platform. Trying to make a rouge like with oldschool graphics? Give it a try.
#DotNet #GameDevelopment #SadConsole #CrossPlatform #Monogame #SFML
#dotnet #gamedevelopment #sadconsole #crossplatform #monogame #sfml
Took about a week, but loading game works! With some quirks. (Shows the last action, too; and why is monster health zero?)
#AliTheAndroid #GameDev #Ascii #Roguelike #DotNetCore #Monogame #SadConsole
#sadconsole #monogame #dotnetcore #roguelike #ascii #gamedev #alitheandroid
Added key bindings, one of the top #Accessibility requests for games. You can rebind all in-game things.
Here, we take the default one-hand friendly defaults, and remap stairs keys. It persists across multiple game sessions, too 👌🏾
#AliTheAndroid #GameDev #Ascii #Roguelike #Monogame #SadConsole #DotNetCore
#dotnetcore #sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid #accessibility
First cut at a key-rebinding menu. Not everything is rebindable; all in-game functions (walk, fire, etc.) are, but menu options typically aren't (yet).
#AliTheAndroid #GameDev #Ascii #Roguelike #Monogame #SadConsole #Accessibility #A11y
#a11y #accessibility #sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid
Generating a dungeon takes a long time (possibly several seconds) Clicking "N" on the titlescreen and seeing nothing isn't great.
So I added a little message about what dungeon you're about to embark on.
🧐
#AliTheAndroid #GameDev #Ascii #Roguelike #Monogame #SadConsole
#sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid
Switching options in-game now reflects changes immediately - characters change, monster colours change. (Options menu shrunk intentionally so it's easy to see -- see cluster of monsters around the final boss)
#AliTheAndroid #GameDev #Ascii #Roguelike #Monogame #SadConsole #a11y #accessibility
#accessibility #a11y #sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid
Making progress on the options menu. You can at least see the options now, as well as their current state - on or off. (Toggling is still in progress.)
#AliTheAndroid #GameDev #Ascii #Roguelike #Monogame #SadConsole #UI
#ui #sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid
The title screen shows off hints about the game (click to see the full screenshot, it's invisible in the thumbnail). This is for #accessibility reasons (two out of three hints relate to #a11y).
#AliTheAndroid #GameDev #Ascii #Roguelike #Monogame #SadConsole
#sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid #a11y #accessibility
Quite possibly the final title screen for #AliTheAndroid. It's Good Enough for my needs, and readable - especially with the plain-text title print-out under the ASCII art.
Thanks to @mr_dude_III for the tips, man you're even good at ASCII art! 😁👍🏾
#sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid
Working on end-game events for #AliTheAndroid. Won't give away spoilers ... shooting the ship core causes energy to just splay harmlessly off it. 🧐🤔
#sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid
Recoloured chasms so they're more visible - before, they used to be just black voids in the ASCII style. Now, they have a dark background, so they're visible in both display modes.
Thoughts?
#AliTheAndroid #GameDev #Ascii #Roguelike #Monogame #SadConsole
#sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid
Added a "fully saturated" palette option to make monsters really, really clear. It was an #accessibilty / #a11y request.
What do you think? With regular palette, the monsters are all just varying shades of blue, instead.
#AliTheAndroid #GameDev #Ascii #Roguelike #Monogame #SadConsole
#sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid #a11y #accessibilty
First cut at using a solid-colour wall/floor for my #Roguelike (requested #accessibility/#a11y feature). It looks pretty decent (considering I prefer that classic #ASCII look).
#sadconsole #monogame #gamedev #alitheandroid #ascii #accessibility #roguelike
WIP sub-menu in-game. You can use it to review data cubes (story items you find), or to quit the game entirely (no save/autosave yet)!
#AliTheAndroid #GameDev #Ascii #Roguelike #Monogame #SadConsole #UI
#ui #sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid
Found a weird bug in #AliTheAndroid today. If you descend, then ascend, you see power-ups from the previous floor. (It's really obvious, when they're embedded in the walls, that something is wrong.)
#sadconsole #monogame #roguelike #ascii #gamedev #bugs #alitheandroid
Dungeon now generates with data-cubes (story hooks) on every floor between B2 and B9. Here, you can see me pick up a placeholder (empty/corrupt) one that I generated for testing.
#AliTheAndroid #GameDev #Ascii #Roguelike #Monogame #SadConsole
#sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid
Finished adding "backtracking" areas: areas that you can't yet access, but will soon (on the next floor) get the power-up for. This encourages metroidvania-style backtracking! Pictured here, the chasm room.
#AliTheAndroid #GameDev #Ascii #Roguelike #Monogame #SadConsole
#sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid
You no longer start with all weapons - now you start with just the blaster, and can assimilate weapons as you encounter them.
Here, I rush through B2 and B4 to get the mini-missile launcher and zapper.
#alitheandroid #gamedev #ascii #roguelike #monogame #sadconsole
#sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid
Difficulty ramps up on higher dungeon floors. You experience more types of monsters, in addition to a large number of monsters.
Here's a quick run-down of one dungeon, floors B1 to B10.
#alitheandroid #gamedev #ascii #roguelike #monogame #sadconsole
#sadconsole #monogame #roguelike #ascii #gamedev #alitheandroid
New interface for SubQ now I've discarded the idea of having a forward-view in the top-right console.
Depth should be better represented by the blue gradient on the main map, with # symbols still indicating rock/impassible terrain.
The targeting console will be used to display, um, targets. As I plan on a detailed damage system for subs (hull, flooded bulkheads, fires, etc.) this square-based view, a la BATTLECHARS, should work well.
#rexpaint #sadconsole #roguelike #gamedev