Towards a Better Roguelike: Breaking Down the JRPG

I said in my first post that I wanted to make a roguelike JRPG. But what does that even mean, exactly? What are the fundamental features that make a game a JRPG? How could those best be translated into the traditional roguelike framework? What do they bring to the table in terms of clarity and flexibility?

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Good questions, all. Let’s get into it! Continue reading “Towards a Better Roguelike: Breaking Down the JRPG”

Towards a Better Roguelike: Getting Started

I’ve been working on developing a video game for the past year or so.

It’s something that’s very important to me, a passionate pursuit that saved me from the depths of despair, way back when. But, progress has come in fits and starts. I learned to use Unity, found that I absolutely hated it, switched to Godot, and have been messing around with that for a while now.

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Most of the work I do, though, is actually just writing. Brainstorming ideas for the setting, gameplay, various sorts of intricate systems. In physical notebooks and in dozens of different documents on my computer. Writing away, planning and planning for all sorts of different things.

So, as long as I’m doing this, I thought I’d write a bit of my thoughts about game design here, on my blog. Let’s get into it! Continue reading “Towards a Better Roguelike: Getting Started”

Octopath Traveler: An Odd Duck

I’m gonna try writing some reviews!

So, Octopath Traveler is basically the reason I got a switch. The very first previews of it instantly captured my attention. It was such an amazing combination of SNES-style 16 bit sprite work and modern graphical effects. Finally, Square was going to pay tribute to their legacy of classic JRPGs without some sort of awful compromise on the art style. Continue reading “Octopath Traveler: An Odd Duck”