The creature is called a Remnant Herald and it is going to feature in the upcoming demo of Bane. #gamedev #indiedev
Wishlist on Steam to stay updated!
@jorisdormans.bsky.social
Game designer. Lead dev for Bane, Unexplored 2, and Unexplored. Also dabbles with board game design. Teaches game studies, generative narratology, and game design at Leiden University.
The creature is called a Remnant Herald and it is going to feature in the upcoming demo of Bane. #gamedev #indiedev
Wishlist on Steam to stay updated!
Sersa Victory posted a free, small, simple dungeon crawling game that will have you exploring like it is 1981. Pencils and graph paper not included... #indiedev
sersavictory.itch.io/catacombs-of...
Sometimes bugs are hilarious. I added 'slug meat', and edible item to the inventory of a big slug so they would drop it when you defeat them. This one decided to have a nibble during the fight and it "Tasted much better then you expected." lol
26.09.2025 13:15 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0The second part is definitely new for me!
05.09.2025 19:13 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Today I fell into the rabbit hole of making the rumor system. More control over enemies gives you better opportunities to provide rumors even before the levels are generated. Here's me doing a bit of adventure crafting and learning finding out about those levels. #gamedev #procgen #indiedev
05.09.2025 18:25 โ ๐ 10 ๐ 4 ๐ฌ 1 ๐ 0Addendum: I am also moving more and more away of typical Zeldaesque dungeon design, which was great for Unexplored 1 and 2, but which simply does not fly as well for multiplayer, turn-based games. I should write about that as well, one of these days.
04.09.2025 13:16 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0The result is levels where I can control the number of enemies much better, foreshadow their number and 'exact' location, and whose placement should feel narratively more coherent. At least that's what I am shooting for! 8/8
04.09.2025 13:14 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0There is still room form enemies as hazards now and then. But this is relegated to critters that naturally infest certain places, or enemies whose presence is bound to specific functions or features found in a level. 7/8
04.09.2025 13:14 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Assigning groups as obstacles for specific rooms.
When the actual floor is generated the generator looks for opportunities to place groups that haven't been assigned to a specific room yet. The further they are away from their factions camp, lair, or point of entry, the greater the chance they might have gotten themselves in trouble... 6/8
04.09.2025 13:14 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0The spread groups module is responsible for distributing enemies over the different floors.
The reason I can now do this, is because Bane, in contrast to UE2, actually generates level plans from scratch, and the all level plan data is available to stage that generates each each individual floor. Groups can be assigned to floors or specific rooms in floors during the planning stage. 5/8
04.09.2025 13:14 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0They now can be camping, guarding, exploring, raiding, or being wiped out because they stumbled into something more lethal than themselves. More importantly I can now add rumors to a level that indicate roughly how many foes the players might expect, which is a great plus. 4/8
04.09.2025 13:14 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Generator rule that adds groups to an invading raiders faction.
So I started building a roster system, as is commonly advised for ttrpgs, where an active faction is allotted a number of enemy groups beforehand and these are distributed over the levels starting from their camp, lair, or point of entry, what ever is appropriate for the faction in question. 3/8
04.09.2025 13:14 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0The problem is that it becomes very hard to control how many enemies actually appear in the entire adventure, and they might pop-up in all the wrong places. There is little sophistication or planning to their placement other than selecting which types of enemies can appear somewhere in the level.2/8
04.09.2025 13:14 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0A few enemies in a cave in Bane
I am always looking for ways to improve my #procgen. Bane is no exception. Today I found myself rethinking enemy placement. Previously I using enemies mostly as hazards: a room needs content, a specific type of enemy is present so the generator is allowed to place them there. #gamedev #indiedev 1/8
04.09.2025 13:14 โ ๐ 8 ๐ 4 ๐ฌ 1 ๐ 0Expanding Bane's enemy roster. This is a naga...
#gamedev #indiedev
We haven't ironed all out the details regarding class and levels just yet, but character progression is tied to the silver you collect from loot and completing missions. Very much following the OSR ttrpg tradition. Likely you'll get an extra ability each level. (4/4)
27.08.2025 08:50 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0Other than that your character is defined by a bunch of abilities. Abilities add advantage or disadvantage to a roll, make special verbs available (spells for example), or provide ways to regain your core stats during an adventure. (3/4)
27.08.2025 08:50 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0You can also spend (and regain) core stats to use special abilities and are recover from negative status effects. Armor class is derived from your equipment and your current Sleight. (2/4)
27.08.2025 08:50 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0So we've finally settled on the first draft for the core mechanics for Bane. The system is going to be very simple: you have 3 core stats: Resolve, Sleight, and Insight. Their values are added a D20 roll when make a skill check. (1/4) #gamedev #indiedev
27.08.2025 08:50 โ ๐ 15 ๐ 3 ๐ฌ 2 ๐ 0Well look at that! I did manage to finish the whole thing. Now I'm itching to find a moment to run it. Might be doable as a one-shot in a lean #ttrpg system. A few details still only exist in my head, though. Such as the chasm is filled with ice cold water that somehow always reflects the nightsky.
24.08.2025 20:25 โ ๐ 10 ๐ 0 ๐ฌ 1 ๐ 0I have find a better way to do lettering/keying in a way I am not writing everything in pencil though. That is just too laborious.
24.08.2025 14:32 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Not completely finished yet. But made good progress in creating this adventure I called 'The Hall of Midnight'. The cards really helped fleshing things out and generating ideas. So I am pretty happy with that! But now I have to rest my poor hand. Not used to draw this much. #ttrpg #gamedev
24.08.2025 14:29 โ ๐ 7 ๐ 2 ๐ฌ 1 ๐ 0Printed myself a set of adventure idea cards based on videos by The Red Quills. Gonna use them to flesh out an idea for a #ttrpg adventure set in the Hall of Midnight that I rolled up earlier using my offline generator 'Places of Adventure' If it looks like something I'll share some pics tomorrow!
23.08.2025 19:43 โ ๐ 3 ๐ 0 ๐ฌ 0 ๐ 0Do I know somebody nearby that owns a 8bitdo Ultimate controller that I can borrow for an afternoon?
22.08.2025 11:30 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Introducing Bane's version of snap root trees. A staple from Unexplored 2. The challenge was to translate UE2's real-time mechanics to fit the turn-based systems. This could work? Especially when the trees are combined with with other hazards you don't want to stumble into. #gamedev #indiedev
20.08.2025 13:21 โ ๐ 11 ๐ 5 ๐ฌ 0 ๐ 0Steam page: store.steampowered.com/app/3194460/...
Discord: discord.gg/hFXbFNpgg8
Today I started on cave levels for Bane. I quickly discovered that a minimalist approach works best. The walls are mostly suggested by the few details that light up from you torch.
#gamedev #indiedev #procgen 
You can wishlist Bane on Steam or discuss its development on our discord server!
They look amazing!
18.08.2025 09:46 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Our outside lighting was very flat, especially compared to underground areas lit by multiple dynamic light sources. So I have tweaked the ambient settings a little to create more atmosphere and more depth.
#indiedev #gamedev #godot
Congratulations!
17.08.2025 12:31 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0