Rogue Elements Demo · published
I might have gone a bit on a weird tangent to include my favourite Minigame system: Fishing! Its a collection of minigames with increasingly difficult challenges, different fish rarities, unique fish colours per player and an Aquarium mode to watch your rare fish swim around and nibble on their food pallets.
The way it ties into the current game: It doubles the speed in the village, so if you need to wait for night to pass, the shop to open or resources to gather, fishing will be an effective way to spend time. In the future, I want to add more interactions, like earning village content from fishing or finding fishing upgrades in the main Roguelike dungeons, to make the harder fishing levels easier.
- 8 different Fishing Minigames
Every minigame has 5 difficulty levels that changes the rules a bit, to keep you on your toes. Harder levels or rarer fish also increase the difficulty.
- 4 increasingly rare visual fish variants for 120 visually distinct Ascii fish species
Sparkling (10% chance) adds some ascii sparkles. Coloured (3%) gives the finish a unique colour that is generated individually per player. Chromium (1%) adds a shine across the colour and Superchromium (0.33%) combines all visual traits into one. These are some random fish colour examples:
- Aquarium Mode / Screensaver
This wasnt even planned, but when I started to make the 120 fish species, people suggested adding a way to watch your caught fish do their thing, so I added a simplistic Aquarium mode where you can feed the fish. There will be weird stuff happening here, I am pretty sure Tin Cans can eat food pellets currently.
- Tutorial Boxes for Village Mode and Fishing
As I will keep the village as a way to engage with Rogue Elements differently, I added a few tutorials to explain how the village sim aspects work and how fishing ties into it.
- More Performance Improvements
- Finally added a loading screen instead of the random white initialization box