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Showing posts from October, 2025

Resting World: Building a Time-Split, Rogue-Lite With Scared (But Brave) Heroes

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This week our dungeon-crawler transformed from a cool prototype into a living world with purpose. We locked the core loop—top-down, mobile-friendly runs launched from a cozy Resting World hub—where terrified, summoned NPCs gather, calm down, and gear up. On the gameplay side, we stood up the AI agency stack (Suggestion → Accept/Decline → potential Revolt), fear/nerves hooks, and clean combat scaffolding (underwater penalties, solo-kill detection, mastery triggers). Navigation and puzzles are in—with laser traps, pressure pads, guarded doors, off-mesh links—and we’re shipping to Unity 2022.3.37f1 with tidy prefabs, scenes, and style-compliant code. The world and story finally clicked: a time-shattered campaign across past/present/future slices of plains, castles, mansions, drowned cities, skybridges, foundries, and ancient forests. Every 10 floors caps an arc boss (Dragonid warlords, assassins, leviathans, wights, storm matriarchs, iron tyrants, eidolon weavers, abyssal heralds) on the ...