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Toen

Toen

@andretoen

- Motion Designer & Art Director? - Illustrator? - Dwarf Fortresser? - Music Maker ? https://andremari.bandcamp.com/ - Retro Mac beginner enthusiast ? - Game Dev ? - Twitch: https://www.twitch.tv/toendf ? - Youtube: https://www.youtube.com/@YouTubeToen ??

52 videos

I added more high levels (still a small limit there) Now I need to tweak fall damage so it actually makes sense and is proportional to the fall 😅 #darkfantasy #DFE #gamedev #indiegame #roguelike #traditionalroguelike

5 2

More tests on the damage system: how it distributes, how it should be repaired, and what needs adjustment. This helps visualize issues like armor protecting the chest but still letting damage pass through and hit internal organs.. #gamedev #indiedev #roegulike #darkfantasy

16 3

A WIP health menu showing the condition of every damageable body part, including severed limbs, destroyed organs, sickness, afflictions, mental states, and more. It’ll be paired with a wide range of medical items, and help me balance the damage system #roguelike #darkfantasy #indiedev #gamedev #DFE

16 3

Lurking beneath a veil of mist and the breath of the cold night... (Now I need mist...🥲 It'll come together with smoke and other particles for sure) #specter #roguelike #darkfantasy #crpg #gamedev #indiegame #DFE

10 3

Say hello to the new guy in town. The Sentinel is a force to be reckoned with, and he even comes with tiny little minions of his own. I’m adding more enemies for variety, but there’s still a mountain of more important stuff to be done. It never ends.... #darkfantasy #roguelike #indiedev #devlog

7 0

And an example of sprinting to get away from enemies with speed (or chasing them) #roguelike #darkfantasy #pixelart #indiegame #DFE

8 0

Ok, just a sneak peek of WIP for what we’ll be able to do to avoid enemies. Ugly green squares for now. Each time the player blinks green, stamina is being used. Sprint + jump, very Dwarf Fortress inspired. Shout out to the OG. #gamedev #indiedev #WIP #darkfantasy #roguelike #DFE

23 4

As Jack the Ripper used to say... "Let’s go piece by piece."

1 0

This is so much fun haha Poor little goblins man..... #darkfantasy #DFE #roguelike #goblin

3 0

Lots of new cool stuff!! Enemies now have inventories and loot. You can take items from them if they’re dead or unconscious. You can also throw objects, and even lift heavier ones (like bodies) over your head before throwing them too. #roguelike #equipment #darkfantasy #DFE #gamedev #pixelart

7 1

Doing a major overhaul of how corpses, bodies, and body parts are handled. Here I’m using debug tools to dismember this poor gobbo for science. Soon I'll be killing goblins with their own hands. #gamedev #indiedev #indiegame #roguelike #goblin #roguelike #simulation #pixelart #darkfantasy #DFE

11 2

Several ways of stunning your opponents with a kick (First animated indicator of many to come 💫) #DFE #roguelike #darkfantasy #kick #indiedev #gamedev #pixelart #goblin

8 2

Kicking some goblins down a building🦵! Those poor bastards were knocked down by the impact. Now enemies and objects can hit obstacles, other enemies, or the ground while falling, causing impact damage. Now I need taller grounds!! #DFE #roguelike #darkfantasy #indiegame #gamedev #goblin #pixelart

15 1

Now enemies follow you up stairs. There’s no escape but death. I might have amped up fall damage too much 😅 I’ll need more enemy variety soon, but that will come after the enemy equipment system and the severed limbs / body-part itemization system. #DFE #indiedev #gamelog #darkfantasy #falldamage

4 1

Here you can see a fun video of me throwing myself off a building again and again ,to test fall damage. You can see how it starts walking with a limp the more I do it (it's actually limping, not me just moving slower) #DFE #falldamage #roguelike #intrusivethoughs #gamedev #indiedev #indiegame

15 2

And before I go to bed, a first taste of the stairs (I love systems coming together <3 ) A bit clunky for now, as everything else. G'night💤! #indiegame #gamedev #darkfantasy #pixelart #roguelike #DFE #stairs

16 5

First look at Z levels, I really want this to work. You can see items pocking through upper levels, and there's still no stairs/ramps, and there should be a slight position shift to make it work in perspective...but getting there!! (I need some furniture) #gamedev #indiegame #zlevels #roguelike #DFE

12 2

Taking a rest from trying to make the chunk-based map work, and going back into tiles and floors and walls and something that feels like advancing haha. Each has its own material, in case of impact, noise, fire spread etc #gamedev #indiegame #tileset #roguelike #DFE

9 2

I need more goblin sprites for variation. I'm thinking... since they will have inventory too, Should I make the sprites reflect that dynamically or is that going to be a nightmare to manage... #roguelike #goblin #darkfantasy #indiedev #pixelart #gamedev

5 1

Lo and behold! The infinite map! Devourer of RAM!! MUAHAHAHAhahahahha (I'll break everything again soon, let me enjoy this brief moment) #gamedev #indiegame #roguelike #darkfantasy #pixelart #SimulationGame #DFE

9 2

Last thing for today's progress before I hit the pillow.... MORE BLOOOOOOOOD🩸🩸🩸🩸🩸 Fun part is, everything is actually getting drenched. I’m trying to get that DF contamination game feature working for future ideas. For now, blood is just for fun. #dwarffortress #roguelike #blood #indiedev 👋 🛌

3 0

Ah! yeah, this is how enemies look now if you can see them but they are behind tall objects or walls. Allowed them the satisfaction of giving me a good beating #gamedev #roguelike #darkfantasy #goblin

5 1

Doors! Walls! Zooming out!!! And.... lots of boring stuff like being able to see behind tall walls based on character view position and cursor. #roguelike #gamedev #fantasy #pixelart

7 1

Making it so that blood splatters everywhere, and everything falls within the simulation so blood gets added to the descriptors of things stained. QUESTION: Should goblin blood be red, or something else? #splatter #blood #goblin #roguelike #pixelart

6 0

Blood for the Blood God! 👹 (A bit too much... I don't dislike it though) #roguelike #darkfantasy #goblin

6 0

Last update for today. Testing the sorting of tags for the items in the floor, stress testing actually. (Added a solid drop shadow to UI and contextual menus, niiiiice) Good night 🫡 #darkfantasy #roguelike #dungeon

7 1

Got a comment about the palette I'm using, and I must share this cause I'm proud of myself. I'm building it from scratch and giving the colors epic names 😎 like warhammer paint color names haha #pixelart #palette #gamedev

7 0

Improving the inventory, UI, and quality of life for interacting with floor and inventory items. Also playing with shaders to spice things up a bit 🤭 #gamedev #roguelike #darkfantasy #love2d

14 2

Some more advanced pathfinding, not advanced enough, but way better than expected! Always worried about performance, I guess we'll cross that bridge when we get there. #darkfantasy #traditionalroguelike #pathfinding #gamedev

7 1

Here's me fighting some. Need to re-balance, they take too many hits, but I have some ideas. It's an issue when simulating everything instead of just having Health Points. #goblins #roguelike #darkfantasy

1 0

Couldn't contain myself.... I had to do it 😏.....I added The Goblins. Also stress testing FPS (some issue there) and enemy IA for positioning. #goblin #love2d #roguelike

2 0

Showcasing some items and a rudimentary inventory with slots. Trying to maintain a material based simulation for objects. I'll add some toned down colors to the items cause right now they look too similar... I'm having issues with brightness also #darkfantasy #traditionalroguelike #roguelike

2 0

Continuing with this, things are looking sharper. Worked more in the simulation under the hood (tiny glimps into the actions log here) and improving items, materials, environment and more. #roguelike #devlog #LÖVE #darkfantasy

2 0

Got inspired. Trying to build a traditional roguelike system for a game. There's deep wounds simulation under the hood and rudimentary enemy behavior. I'll keep posting if I get somewhere with this 🤞🏻 #roguelike #dev #LÖVE

16 2

Long overdue. Learning some Blender, and some modelling, and some rigging, and some UV mapping, and.... it... never... never ends... 🌝

4 0

(1/2) Jewelbox (1992) by Rodney & Brenda Jacks (Micro Imagineering) and published by Varcon Systems. Classic puzzle setup. You match 3 gems of the same colorto clear them and possibly make a combo. Score based. Turns out it’s actually a clone of another game I didn't know called Columns, by Sega.

1 0

(3/3) I was terrible at it back then. Now that I can actually beat a few levels, it’s way more fun than I expected. I recorded a few minutes of gameplay for you (Bluesaky allows only 3 min videos) Verdict ⭐⭐⭐☆☆ Tough, but solid. Surprisingly addictive. #RetroGaming #MacintoshGames #Quagmire

1 0

(1/3) Quagmire (1993) by Tony Small of Cellusoft. A tough precision platformer where you control a robot trying to rescue its kidnapped creator Dr. Quagmire. You can jump, shoot, and dock but not all enemies can be killed.

0 0

(1/1) A simpler one for a change! Bonk! (1991), by Mike Darweesh. You pick a difficulty, then click on weird little faces that pop up and make funny sounds. It gets faster until you just can't keep up anymore. Verdict: ⭐⭐☆☆☆ Silly fun once or twice. #RetroGaming #MacintoshGames

0 0

(3/3) Combat gets harder with each wave. Things escalate fast and it gets overwhelming quickly. Here's how a comabt looks and sounds like. (‼️Warning for headphone users: the video has loud, harsh sound) Verdict: ⭐⭐⭐⭐☆ So simple, yet it works too well. #RetroGaming #MacintoshGames #SiegeOfDarkwood

1 0

(1/3) Continuing with the series where I revisit the old Mac games I grew up with... Siege of Darkwood (1993), by Robert Chancellor. It’s a turn-based RPG. Super simple, but incredibly addictive. Like an early Incremental style game. Sequel to an earlier game I never knew about until recently.

1 0

(Bonus) I thought the intro screen was neat, so here it is.

0 0

(3/3) Sadly, the game runs way too fast under emulation (you can see it in the GIF I recorded) Unplayable. Hopefully one day we’ll get a working version. Verdict ⭐⭐⭐☆☆ — Not that great, but unforgettable. #RetroGaming #MacintoshGames #Pixelry

0 0

(2/3) The gameplay was simple, but more than enough. What really stuck with us was the personality and especially the art. It had a unique style that resonated with us as kids. Apparently, they planned sword duels and a dragon battle, but those modes were never developed.

0 0

(1/3) Sir Richard the Lion Hearted (1996), by Boris & Felix Dobrin. You control a knight in jousting matches, balancing lance, shield, and horse speed. Not sure why but this game stayed with us. It inspired what would become our first commercial game: Pixelry. coppolaemilio.itch.io/pixelry

0 0

(4/4) We played the demo from start to finish, over and over. "Oh no! Oh no! Oh no!" Playing it now, it’s just as clever and satisfying. Verdict: ⭐⭐⭐⭐⭐ A classic. Still fun. Practically formative. #RetroGaming #MacintoshGames #Factory

2 0

(3/4) Each month, a new machine. Your goal: build as many correct products as possible and load them onto a truck. The further you go, the harder it gets. More parts, more chaos, tighter timing. It gets absolutely wild.

1 0

(2/4) Like most games we had, it was shareware. We only had access to a few demo levels back then. Only today, thanks to the internet, I finally unlocked the full version, with its level editor and full monthly product cycles. *Sound on to hear the mythical “Oh no!” SFX. Iconic <3

1 0

(1/4) Factory: The Industrial Devolution (1993) by Patrick Calahan. A puzzle game about managing conveyor belts, and industrial logistics. You don’t place the parts, you guide them through a chaotic network to their correct stations. Easily one of the most influential games of our childhood.

1 0

(3/3) Probably played the first level a million times. We didn't get far at all, but we loved it. Playing it now: the vibe is still unique, the mechanics are clunky but work nicely together. Verdict: ⭐⭐⭐⭐☆ Shows its age, but the core still works. #RetroGaming #MacintoshGames #PathwaysIntoDarkness

1 0

(2/3) You descend into an ancient pyramid to stop a god from waking up and destroying the world (apparently) It’s part shooter, part survival. You fight monsters, manage ammo, talk to corpses, and go deeper—floor by floor. We had no idea what was going on back then. We didn’t understand English.

1 0

(1/3) Starting with: Pathways into Darkness (1993) made by Bungie (before Marathon or Halo!) It’s quiet. No music. Just the horrible sound of monsters echoing in the dark. We played this as kids, and it honestly creeped us out. (Marathon’s review coming later, but this one came first)

2 0