Welcome to the Rads and Relics developer blog. Today, We’ll be introducing our new game, and talking about why we’re starting this blog.
Rads and Relics
Rads and Relics (R&R) is a roguelite, turn-based tactics game, set in an post-apocalyptic fantasy world. Major influences on the game are XCOM, Into the Breach, Slay the Spire, and Fallout.
About this Blog
This blog will be a portal into our development process. To be upfront, this is our first major game development endeavor. We are currently only a week into the development of the game, and acknowledge that we have a long road ahead of us. However, we know that there are many people out there who are interested in game development, but don’t know how to get started. This blog is for them. We’ll be documenting every step along the way of our game development journey. This is not a novel idea, but our hope is that there is something in here that can be valuable to you.
What does this actually look like? We’re still not sure. Our background leans technical (professional software engineers), so you can expect a number of technical deep dives. However, there is much more to game development than just the code, so we’d also like to cover game design, asset development, and the eventual road to publishing. We’ll be targeting weekly posts, each of which will discuss a game development topic, as well as the current state of the game.
State of the Game
The first week of development has been focused on getting a minimum playable game. This includes stripped down versions of menus, cut scenes, the map, and the tactical battle. We have developed two simple player characters (fighter and wizard) and a single enemy type (zombie). The combat is bare bones, and the UI has a lot of extraneous clicks, but a player can fight an entire battle.
Technical Details
- Game engine: Rads and Relics is being developed using Godot 4.3, written primarily in GDScript.
- Assets: Currently we are using some prebuilt asset packs. Specifically:
- TinyBlocks for our tiles
- Small 8-directional Characters for our character models
Up Next
Now that we have the basic combat system in place, we will be looking to improve the combat variety. Our goal by the end of next week is to integrate the existing battle mechanics with the broader map/multi-stage battle campaign. This includes adding multiple types of enemies, and a simple way to upgrade your party over time. We are still working out the details about what exactly this looks like, so stay tuned.