Devlog #1: Core Systems Update & Seeking Pixel Artist!


Clone Psychosis - Devlog #1: Core Systems Update & Seeking Pixel Artist!

Hey everyone!

This is Umberto, solo dev working on "Clone Psychosis", a Sci-Fi Top-Down Roguelite Action RPG built in Unity with the URP 2D pipeline.

It's been a busy period laying down the foundations of the game, and I wanted to share the progress on the core systems that are now functional, even though we're still rocking placeholder art (which is exactly why I'm writing this!).

What is Clone Psychosis?

Quick recap: You play as an unstable clone on the ruined extrasolar colony of Aethelburg Prime, guided by the pragmatic AI Emma-C6H12O6. Your mission (Protocol Lazarus) involves diving into dangerous, procedurally generated facilities in a cycle of death, learning, and rebirth. A key feature is the Psychosis mechanic, affecting your perception and gameplay as you delve deeper.

Current Progress: Core Systems Operational!

The focus so far has been on building a solid technical base. Here's a rundown of what's working:

  • Player Controller:
    • Movement (PlayerMovement.cs) using the new Unity Input System is smooth and responsive.
    • Core stats like Health (PlayerHealth.cs), Stamina (PlayerStamina.cs), and the unique Psychosis level (PlayerPsychosis.cs) are implemented and tracked.
    • Basic animations for Idle/Walk (PlayerIdle.anim, PlayerWalk00.aseprite based anim) are set up via the Player.controller.
  • Combat System:
    • Players can equip weapons (WeaponHolder.cs, WeaponData.cs ScriptableObjects for different guns like 12mmGun.asset, PlasmaRifle.asset, etc.).
    • Both Melee (using Animation Events via MeleeSwing.anim) and Ranged combat (PlayerCombat.cs, Projectile.cs) are functional, consuming stamina.
    • Projectiles (12mmProjectile.prefab, PlasmaProjectile.prefab, etc.) handle their own movement and collision based on WeaponData.
    • The IDamageable.cs interface allows consistent damage application to players, enemies, and world objects.
  • Inventory System:
    • A functional inventory (InventoryManager.cs) allows picking up items/weapons (ItemPickup.cs, WeaponPickup.cs).
    • Items are defined using ScriptableObjects (ItemData.cs, ConsumableData.cs like IGF1.asset).
    • Basic UI (InventoryUIManager.cs, InventorySlotUI.cs using InventorySlot_Prefab.prefab) displays the inventory and allows item usage (consuming ConsumableData).
  • RPG & Progression:
    • A robust stats system (PlayerStats.cs) handles base stats and modifiers.
    • Leveling (PlayerLeveling.cs) and stat point allocation (StatAllocationUI.cs using StatAllocationRow_Prefab.prefab) are implemented.
    • The foundation for the Skill/Perk system (SkillManager.cs, PermanentSkillData.cs, TemporaryPerkData.cs, etc.) is in place, allowing skills to modify player stats. We have example skills like CombatProtocols_Strength_1_1.asset.
  • Enemies & World:
    • Basic enemies (SimpleEnemy.cs) with simple state-based AI (EnemyAI.cs) can patrol, chase, and attack the player (using LabZombieIdle.prefab and LabZombie.controller).
    • Destructible objects (DestructibleObject.cs) can be broken and drop loot based on assigned LootTableData ScriptableObjects (like CommonBarrelLoot.asset).


We Need Art! Seeking a Pixel Artist [RevShare]

With the core mechanics taking shape, it's time to bring the world of Aethelburg Prime to life visually! We are looking for a talented Pixel Artist to join the project on a Revenue Share basis.

  • Style: Sci-Fi Gritty / Bio-Punk Pixel Art.
  • Resolution: Target is 32x32px for sprites and tilesets.
  • Scope: Character/Enemy sprites & animations (simple frame-by-frame cycles), environment tilesets, props, UI elements, weapon/item sprites.
  • Opportunity: This is a great chance to build your portfolio with a commercial project targeting Steam and potentially other platforms. Your name will be in the credits!

Find the full collaboration post with all details here:

https://itch.io/t/4806413/lfsartrevshare-pixel-artist-needed-for-sci-fi-roguelit...

What's Next?

While the artist search is ongoing, development continues! Next steps include:

  • Refining enemy AI and adding more enemy types.
  • Implementing the procedural generation logic for indoor levels.
  • Expanding the Skill/Perk system with more interesting effects.
  • Integrating actual art assets once our artist is on board!

Thanks for reading! If you're a Pixel Artist interested in a Sci-Fi Roguelite project, please check out the collaboration post and get in touch!

Contact: <span class="selected">asyncdonkey@proton.me</span>

Stay tuned for more updates!

- Umberto

Leave a comment

Log in with itch.io to leave a comment.