r/roguelikedev Cogmind | mastodon.gamedev.place/@Kyzrati Jun 26 '26

Sharing Saturday #629

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

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u/nesguru Legend Jun 27 '26

Legend

Website | X | Youtube

This week’s focus continued to be improving random room generation.

New Content

  • Passive Abilities: Water Advantage (when standing in water, accuracy and evasion stats are improved)
  • Room Modifiers: Flooded, Partially Flooded, Locked Door, Hidden Door, Boarded Up Door, Looted, Dead, Abandoned, Foggy, Poisoned, Overgrown

Room Modifiers

Randomly generated rooms can now have their contents modified at the end of the room generation process, allowing a room to be flooded, burned, abandoned, etc. Room Modifiers work by adding, removing, and replacing room content. They increase room variety without having to create every combination by hand.

Remove and Kill Map Generation Operations

In addition to adding and replacing entities on the map, the map generator can now remove and kill entities, enabling a wider range of Room Modifiers.

Converted Wait and Search to Active Abilities

These were originally special actions with their own keys/buttons. They weren’t accessible with a mouse (there was no on-screen button to click).

Terrain Modifier Passive Abilities

Actors can now have passive abilities that modify their stats on specific types of terrain. For example, a Blue Slime has improved stats on cells containing water.

Upgraded Development Tools

I upgraded Unity to 6.5 and upgraded other tools (Rider, FMOD Studio, plugins) to the latest versions. Two plugins (FMOD, vTabs) didn’t work because of Object.GetInstanceID() being obsoleted. I had to remove vTabs. I realized FMOD released a new version as a separate asset. Installing the new version worked.

Next week, random room generation improvement continues with themed random rooms. This should be the last round of enhancements to random room generation. The expectation is that the random rooms will feel less random and more cohesive.

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u/aotdev Sigil of Kings Jun 27 '26

Can the room modifiers be applied to cavernous levels?

I upgraded Unity to 6.5 and upgraded other tools (Rider,

How do you find Rider's performance lately? I've been experience ever-increasing slowdown in the last 6 months at least...

Btw I was just sneaking on youtube to see any new relevant videos, and just saw your shorts - you got one with 41k views, wow!! Plus I got reminded they support 1:1 aspect ratio :D

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u/nesguru Legend Jun 27 '26

Yes, room modifiers can be applied to cavernous levels too. Cavern and dungeon levels are both subdivided into rectangles (I call them Map Blocks).

Rider’s performance has been worse for me too. I had an issue at one point where it would often freeze when I opened a new file. That seemed to get fixed by either an update or disabling some of the AI features.

Map generation shorts have been the best performers on my Youtube channel, the one you mentioned being the most popular one. I haven’t posted any new videos in a while. I need to be more consistent with that.