For several months now, I have been working on a 2D village building game, Founder, using the Gamesalad engine. Since Gamesalad runs on Mac and mine started randomly rebooting several times a day, I could no longer reliably work on my village builder.
Bummer. Doubly so because I have limited time, so a trip to the Apple Store will have to wait until after the holidays.
They say you should make lemonade, when Life gives you lemons, so I fired up my PC instead, and GameMaker Studio, which I have been using more and more anyway, and started a project I had wanted to try for a long time: building a roguelike dungeon crawler.
Thus Torgar’s Quest was born!
For those not in the know, a roguelike is a turn-based game inspired by the classic game, Rogue, in which you run around fighting things on a randomly generated map. Oh yeah, and there’s no saving the game, so if you die, you have to start over. Read more about roguelikes elsewhere (I will be following up with a post on how I went about it later).
I was initially thinking of this project as an exercise in coding the procedural level generation, just a bit of fun while I wait to get my Mac fixed. But as it sometimes happens, the side project took on a life of its own, and I let it, because I love roguelikes.
Within a few days, and with the use of a fantastic, free tileset, I had a working alpha build. From here, it’s a matter of tweaking the balance, adding a few more features and audio. It’s still a work-in-progress, but I am going to keep Torgar’s Quest pretty small.
Right now, a playthrough takes just a few minutes to play, unless you get really lucky or play better than usual (read: me), and that is pretty much perfect for what I am looking for.
Eventually, the finished game will be available for sale, but while it’s still in alpha, it is absolutely free to download and play (at the time of writing, it’s Windows only). The game even has its own website, where you can play a web-based version as well.