[Devlog] Soul Prison - Bullet Hell Roguelike

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Gunroar:Cannon()
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[Devlog] Soul Prison - Bullet Hell Roguelike

Post by Gunroar:Cannon() »

Devlogs...can I do these here? .. Yeah I can...right?

Since I got quite a few downloads and followers from my previous venture, I've decided, with my newly gained experience points, to delve into a new "big" project ...

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SOUL PRISON
Based on a (bullet hell) game jam version I did. What I liked
about making that version was I got to do anything I wanted
when it came to enemy design. You see, in a bullet hell the
enemies can do whatever the cheese they want. Tengai and
Undertale are 2 good examples of this type of design.
Tengai where a giant samurai fish explodes into a death turtle.

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Didn't believe me?

The jam version was kind of inspired by Undertale's style (then
again the theme was constricted I think).

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But this time I decided I liked the simple asthetic and made it
a roguelike dungeon similar to nethack and The Binding of
Isaac (which I've actually never really played :rofl: ). Feel free to share any opinions or thoughts (including you future self, I know you'll see this :brows: )

The main inspiration of Soul Prison was taken from a bunch of
things I liked from particular games. Namely: The Binding of
Isaac, Nuclear Throne and Brogue.

THE BINDING OF ISAAC

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The good
• Lots of items and powerups that don't cancel each other out
• Powerups have visual effects on the character so at the end
you'll look really different from the start
• Player characters that change play style
• Cool enemy design
• Quite a lot of enemies

The bad
• Kind of heavy on luck and what you find
• Boring enemies in gameplay (in a sense)
• Slowish
• Player characters kinda look like Isaac with hair XD (...or
similar)


NUCLEAR THRONE

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weapons

The good
• Fast paced (yes, I'm impatient)
• Weapons that are really different from one another
• Largely skilled based
• Lots of player characters that look and play drastically different
• Really cool enemy design
• Good enemy design (gameplay wise)
• Simple streamlined design
• Lore fit in with barely any text

The bad
• Limited "game"
• Too...simple for what I want


BROGUE

The good
• Weapons that are really different from one another
• Simple streamlined design
• Failure always happens in a fun way ...ALWAYS

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• Lots of enemies that are drastically different from on another
• *Rare variation of enemies and items
• Lots of items that are different from one another
• Really nice effects with the ASCII art and lighting
• Quick to get into thoughtful action
• Makes you think and use tactics
• Staff of Discord
• Enemies interact with the environment (limited though)
• Enemies interact with each other (whether to help or hinder)
• Good balance of skill and luck
• Nice map design

The bad
• One character (though that's not too bad and easy mode's
player is a "&" instead of "@")
• Luck be a lemming though (:P I don't know what that phrase
means but I'm saying that RNG can skrew you up)

* Yes, other roguelikes and games have "rare" harder variants of normal
enemies, but the modular way Brogue does it is so simple and
it works. They may apply a buff to an enemy. That's all.
Explosive buffs (enemy will explode on death), Brutal/Berserker
buff (enemy is stronger than normal), Toxic (Enemy emits gas
when hit), and a bunch more. It's still limited but I'll like to
expand on this in mine.
And when it comes to items such as weapons and armour, the
bethey could cursed or enchanted. Enchanted weapons work
better and cursed ones do less damage...but SOMETIMES it
may be more than just that. Some cursed equipment may have
bad effects (mercy, duplication of enemies, explosive) and
some enchanted may have goo effects (protection,
regeneration, speed). It really makes some weapons feel
special when you find out that all along that you had a Mace of
Jelly Slaying.

Theres a lot of good there for Brogue, huh? Heheh, Brogue is
deep. Go play it.

Now with all of this I want to make something that takes the
good of the games and avoids the bads.
So, finally, I present the core philosophy of "SOUL PRISON":

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The Good Soul
• Lots of items and powerups that don't cancel each other out
• Powerups have visual effects on the character so at the end
you'll look really different from the start
• Fast paced (yes, yes, I'm impatient)
• Weapons that are really different from one another
• Largely skilled based
• Lots of player characters that look and play drastically
different (>5)
• Really cool enemy design
• Lore fit in with barely any text
• Weapons that are really different from one another
• Simple streamlined design
• Failure always happens in a fun way ...ALWAYS
• Lots of enemies that are drastically different from on another
• Rare variation of enemies and items
• Lots of items that are different from one another
• Quick to get into thoughtful action
• Makes you think and use tactics
• Staff of Discord (yes)
• Enemies interact with the environment
• Enemies interact with each other (whether to help or hinder)
• LOTS of enemies

The Bad Soul
• It's made by me!!! (Jk, future self, jk)
• ???

And along with a special rule I to help me with "LOTS of
enemies". I'll try and make at least one enemy a day!! (When
things like battery life and electricity don't fail me.) Obviously if
it's more than one that's fine too, but even if I have to make
another blob thingy enemy I'll do it!
Here are some gifs of enemies I made:

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See ya, keep your soul from the eternal depths of all that is
exc- I mean from prison, keep your soul from prison :3

My Twitter
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Last edited by Gunroar:Cannon() on Sun Aug 07, 2022 10:24 pm, edited 1 time in total.
The risk I took was calculated,
but man, am I bad at math.

-How to be saved and born again :huh:
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togFox
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Location: Brisbane, Oztralia

Re: [Devlog] Soul Prison - Bullet Hell Roguelike

Post by togFox »

Best of luck. I'll cheer you on. :)
Current project:
https://togfox.itch.io/backyard-gridiron-manager
American football manager/sim game - build and manage a roster and win season after season
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Gunroar:Cannon()
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Re: [Devlog] Soul Prison - Bullet Hell Roguelike

Post by Gunroar:Cannon() »

togFox wrote: Thu Jul 14, 2022 11:29 pm Best of luck. I'll cheer you on. :)
Yeah, thanks :crazy:

I've been working on things to make gameplay look ... better. All these things are just loosely implemented but so far this is what I've got...

• Implemented some enemies at their most basic
• Implemented item and gun pickups
• Quick UI
• Marks and scratches left on floor (I'm not sure how good these are though)
• Corpses dropped by enemies
• Some (read as "one and a half") basic powerups :P
• Made debris look ...better
• Yeah...


Next on priority is mutating rooms so they look less samey.

Today I also put on record a low quality GIF (and a screenshot)!!! Any critique on any of these is welcome.


Games I make are always unnaturally difficult while I'm testing, maybe that's because so I can see everything at once(, or maybe I'm just a masochist. Whichever one). So bullets will be spraying a lot even though this is "level 1" .
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The risk I took was calculated,
but man, am I bad at math.

-How to be saved and born again :huh:
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Gunroar:Cannon()
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Posts: 1088
Joined: Thu Dec 10, 2020 1:57 am

Re: [Devlog] Soul Prison - Bullet Hell Roguelike

Post by Gunroar:Cannon() »

So far the game is moving along just fine with my "soul" effort
(like sole effort? That's the best I could come up with.)
These are the main elements in the game that I've been
implementing:

- Guns
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(When picked up the one you're holding is propelled at a speed
and bounces off walls hurting enemies that gets in it's way. I
also need as many guns (ridiculous or not) that I can get. So
far some of what I have are a tennis gun, duck gun and a
shotgun)

- Items
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(When picked up it goes to the inventory slot and you hold it,
then you can either throw it or use it, an element taken from
Brogue, so each item should have atleast 2 uses)

- Upgrades
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(These are items that change your appearance and don't
get
held/go to the inventory. I need more ideas for these :rofl: )

- Sets
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(Setpieces like boxes, flower vases and stuff. Also need to
think of these more. Some are important like pressure plate +
box combo that you need to do to unlock doors)

- Bullets
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(What guns use. Guns control the amount of bullets shot and
what bullet to shoot. Bullet data controls shot delay, bullet life
span, etc, etc. Bullets are more important than guns data wise
because some enemies shoot bullets but don't hold guns.)

- "Creatures"
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(These are just anything with AI. They can do everything the
player can do, though if they pickup items that could just feel
unfair to the player. The bestiary should be fairly big as I don't
want it to be possible for all types of creatures to show up in
one run.)
I've also got a gas like thing I worked on...

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Now what I need to do is change the room layouts, but
instead I'm typing this. Heheh.
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Though while I'm at it I can brainstorm the possible room
layouts.
1) Pyramid like build
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2) Random blocks in center
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3) Elevated sides
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4) Cellular Automata(?) on the room
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And yeah...
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Working on it...

eventually it will be THE GREATEST THING IN THE WORLD!!!!
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Rough idea of pickups

Any ideas are welcome and will most likely be implemented.

Oh, yeah! And follow my twitter:
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Last edited by Gunroar:Cannon() on Wed Jul 27, 2022 10:10 am, edited 1 time in total.
The risk I took was calculated,
but man, am I bad at math.

-How to be saved and born again :huh:
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togFox
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Posts: 779
Joined: Sat Jan 30, 2021 9:46 am
Location: Brisbane, Oztralia

Re: [Devlog] Soul Prison - Bullet Hell Roguelike

Post by togFox »

I like the art style and I sense it will be a 'frantic' shooter from looking at images.
Last edited by togFox on Wed Jul 27, 2022 1:13 pm, edited 1 time in total.
Current project:
https://togfox.itch.io/backyard-gridiron-manager
American football manager/sim game - build and manage a roster and win season after season
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Gunroar:Cannon()
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Posts: 1088
Joined: Thu Dec 10, 2020 1:57 am

Re: [Devlog] Soul Prison - Bullet Hell Roguelike

Post by Gunroar:Cannon() »

Ah, thanks. I was kind of scared the art direction might have been too...simple. And yes. FRANTIC SHOOTER IT IS. Though I should probably make it build up from a slower pace on the first levels.
The risk I took was calculated,
but man, am I bad at math.

-How to be saved and born again :huh:
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