How I Made a Roguelite in 90 Days



🎮 Ready to PLAY awesome games? Play DodgeKing Deluxe Version: https://store.steampowered.com/app/2086270/DodgeKing/?beta=1
✨ Want to LEARN Kick-Ass Game Development? Join the Void Familia: https://mailchi.mp/18769141c5f2/kick-ass-game-development

Follow My Journey:
📺 Watch My Streams: / @edwardivandeveloper
📱 Connect on Socials: https://edwardivandev.carrd.co/

Hi, I’m Edwardivan Labarca. Creating video games has always been my dream, and now, I’m passionate about teaching others how to turn their game development dreams into reality. Here’s a glimpse into my journey:

• Published My Game: DodgeKing on Steam (https://store.steampowered.com/app/2086270/DodgeKing/?beta=1)
• Worked at a Double-AA Studio: Gladius Studios
• Recreated Classic Games: LBP’s Kirby, Mega Man, Pokémon
• Sponsored for GDC 2023: Latam-2023 PRGDA Sponsorship
• Collaborated and Play-tested: Titles like LunarLux and The Bunny Graveyard
• Upcoming Releases: DodgeKing Deluxe, Another TechnoMancer
• Active in the Community: Puerto Rico Game Developer’s Association (PRGDA)
• Professional Software Engineer – And I started coding just two years ago (2022)!

It wasn’t always like this—pursuing video game development tends to be a common goal for many creatives. It’s the perfect outlet for blending art, logic challenges, and business development. Yet, it’s always been a daunting path, and for a long time, I strayed away from it. The fear of becoming a developer overwhelmed me, leading me to “play it safe” in life. I firmly believe I invested a lot in my engineering career, avoiding my true passion. Here are some highlights from that journey:

2016: Top 4 Future Boeing Engineers at a National-level Engineer Conference; Created a Google-sponsored computer science community for students
2017: Contracted by NASA to record a HASP for the American Solar Eclipse; Began research in soft robotics
2018: Developed Puerto Rico’s first microsatellite (PR-CuNaR-2); Won the National Extreme Engineering Competition
2019: Hired as a Procurement Nuclear Engineer
2020: Lived the expected successful career life… but felt purposeless
Career Evidence: https://www.linkedin.com/in/edwardivan-labarca-222025135/

Despite all my investments in mechanical engineering, I abandoned it all in pursuit of developing video games. I quickly realized that my dream wasn’t as optimistic as I had imagined. In 2021, I quit my engineering job and lived off my savings while supporting my family. As an unemployed developer with bills to pay, I dreamed of my game being my salvation but underestimated what it takes to be successful in this industry.

You need patience, skill, time, a deep understanding of game design, the ability to avoid common pitfalls, learn to delegate, create time for your project, balance a healthy lifestyle, stay focused, seize opportunities, and say “NO” to temptations. You need to become a better version of yourself to thrive in this world.

Because of my pivot, I’ve learned invaluable lessons. My favorite lesson? There’s a difference between creating a game and creating a GREAT game. Game development isn’t as superficial as it might seem. That’s why I create content to help you become the best developer you can be while avoiding the massive life-changing mistakes I’ve made.

Today, I’m dedicated to accelerating your game development projects by focusing on essential design principles, providing educational and technical tools, and empowering you to elevate your games to new heights. We’ll take the right steps together to make this journey efficiently enjoyable.

I know the Game Industry can seem saturated and challenging, but I’ve seen countless warriors overcome these obstacles. Whether you’re learning technical skills, making lifestyle changes to accelerate your project, or just need guidance, I’m here to help you succeed.

Remember, everyone has the potential to create something magical. You are capable of making someone’s favorite game, experience, or lesson.
To all the knights out there, challenges exist to prove your strength.

Get Up or Get Good – Both outcomes are amazing. Don’t give up!
Never give up and keep going! I believe in you.

– Edwardivan Labarca

Algorithm Words:
#gamedev #music #composer #composition #gamemusic #gamemusicplayer #gamemusiccomposer #advice #adviceforgamedevs #adviceformusic #adviceforsuccess #megaman #ideas #unity #fruityloops #flstudio #coding #gamedesign #warning #mistakes #career #psychology #brain #tricks #composing #writing #composition #lifehacks #ideas #showcase #pixelart #newgame #upcoming #wishlist #discount #pixelart #animations #essence #2danimation #3danimation #tricks #tips #youtube #shorts #feelings #identity #steam #steamgames #steamsale #gamedevelopment #generaladvice #quick #coding #shortvideo #money #fusing #lbp2 #playstation #xbox #nintendo #oldgames #newgames #retro #howto #gametips #gameguides #statistics #gameplay #footage #entrepreneur #synthesizer #funny #interestingfacts #interesting

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3 thoughts on “How I Made a Roguelite in 90 Days”

  1. Hey!

    Here's a breakdown of what's discussed in the video with links to aforementioned resources used.

    I really hope this entire development process teaches you something new

    and challenges any limiting beliefs about making games quickly.

    Feel free to reach-out and ask questions if anything pops-up.

    Thanks!

    – Edward Labarca

    "How I made a Rougelite in 90 Days"

    Chapters:

    — PREFACE SECTION —

    Intro:

    0:00 – Intro – 90 Day Game Development

    0:14 – Preface: Game Dev + Lessons

    0:40 – Where we lose Time as Developers

    1:09 – Beyond Game-Dev Scope Choices

    1:50 – Resources on Speedrunning Game Dev

    Min-Max Game Production Time via Habits:

    https://www.youtube.com/watch?v=Oj6IXbIkpu8

    Bullet-Proof Choices for Quick Development:

    https://www.youtube.com/watch?v=ZjOtwlgzKeg

    What do I actually do for 90 Days?:

    2:10 – Endpoint Definition

    2:26 – How to actually Overscope

    3:13 – Roadmapping your Endpoint

    4:20 – Allocating Endpoint (Development Phase)

    4:41 – Allocating Endpoint (Break-down)

    4:45 – Synthesizing Endpoint with Break-down

    5:02 – Allocation leads to Task Arrangement

    5:12 – Set a Timeframe

    Planning Phase (Setting Up for Speed):

    5:24 – Know your definition

    5:36 – Evaluate Environmental Advantage

    6:33 – Asset Pooling

    7:23 – Unity Game Engine + Orginization

    7:33 – Import Assets

    — GAME DEVELOPMENT SECTION —

    Prototype Phase (Groundwork):

    7:50 – MvP (Grid and Health Systems)

    8:23 – Object Pooling

    9:29 – Scalabale Systems (Bounds/Parameters)

    10:00 – Player Feel (Basic Features + Game Feel)

    10:54 – Camera Feel

    11:14 – HUD/UI Draft

    11:25 – Background + Level Design

    11:58 – Settings Menu

    13:00 – Basic Weapon PreFab

    13:46 – Basic Enemy PreFab

    13:59 – Spawn/Despawn Logic

    14:55 – (Roguelite) Upgrade System

    16:08 – (Roguelite) Polish Visuals

    16:48 – (Roguelite) Relic Division

    17:38 – DodgeStreak Reward Tie-in

    18:18 – Test Prototype

    Checkpoint

    18:38 – Prototype Checkpoint + Lessons

    Alpha Development Phase (Content):

    19:24 – Art Content: Character Art

    19:45 – Recycle Bottleneck

    20:11 – Iteration Demonstration

    20:47 – Deluxe-Exclusive Characters

    21:06 – Same Struct Trick for Menus

    21:58 – Implement Menu + Art

    22:11 – (Roguelite) Rougelite-Menus

    22:46 – Create Battle Lanes

    23:02 – Hazards in Battle Lanes

    23:34 – Complete Weapon PreFab

    24:08 – Design and Build Enemies (new & old)

    24:31 – Implement Enemies

    25:00 – Level Scaling System

    25:48 – Art Content: Backgrounds

    26:13 – Original Soundtrack

    DodgeKing-1 OST:

    https://www.youtube.com/watch?v=v1JUVw__vmE

    26:42 – DodgeKing Deluxe Original Soundtrack ()

    DodgeKing Deluxe Version OST:

    https://www.youtube.com/watch?v=Xqs1NpXsxX8&lc=UgzkJvsPiorbF5_BV414AaABAg

    27:11 – Overworld Prototype

    27:56 – Procedural Generation Tool(s)

    28:14 – Bugs + Solution for Gen. Seeds

    28:53 – Overworld Manager System

    29:09 – Design and Build Player Characters (old)

    29:43 – Design and Build Player Characters (new)

    30:25 – Unlock Screen (Menu)

    31:00 – Results Screen (Menu)

    31:20 – Save Data System

    31:43 – Save Data Systems are Sensitive

    32:29 – (Roguelite) Implement more Relics

    32:51 – Test Alpha

    Checkpoint:

    33:11 – Alpha Phase Checkpoint + Lessons

    Beta Development Phase (Polish):

    33:47 – Beta's goals

    33:57 – Implement Bosses

    34:16 – Boss Bugs

    34:29 – Complete Enemy PreFab

    35:17 – Run Play Test Session(s)

    35:47 – Evalute Feedback

    36:30 – Implement Feedback (Examples)

    37:02 – (Roguelite) Re-Roll + Currency

    37:53 – Add Endless Mode

    38:12 – Game Mode (Menu)

    38:28 – Complete Challenge/Bonus Modes

    39:04 – Fix Bonus Mode Bugs

    39:14 – Dialogue System (Minimum)

    39:40 – Player Feedback Cuts Tutorial

    40:43 – Deluxe Character Ability Balance

    41:18 – Quality of Life Additions

    42:00 – Beat the Game

    Checkpoint:

    42:29 – Beta Phase Checkpoint + Lessons

    Launch Phase (Last Stretch):

    43:01 – Endless Patching

    43:16 – Test ALL Features + Patch

    43:50 – Endpoint Rewards Focus

    44:47 – Lessons of Following Endpoint

    45:31 – Engine Manipulation for Content

    46:21 – Launch the Game

    Behind the Scenes:

    46:39 – Cut Content (Retro Mode + Another Chance)

    47:37 – Cut Content (Cutscens + Multiplayer)

    48:04 – Ideas that didn't make it

    48:21 – Post Launch – Bug #1: Typos

    48:32 – Post Launch – Bug #2: 100% Save File (rip)

    49:11 – DodgeKing Deluxe Version uses DodgeKing-1's Steam Page

    49:32 – Habits + Decisions to MinMax Game Production Time

    Min-Max Game Production Time via Habits:

    https://www.youtube.com/watch?v=Oj6IXbIkpu8

    Bullet-Proof Choices for Quick Development:

    https://www.youtube.com/watch?v=ZjOtwlgzKeg

    49:47 – Conclusion

    Resources:

    🎮 DodgeKing Steam Page: https://store.steampowered.com/app/2086270/DodgeKing/?beta=1

    ✨ Kick-Ass Game Development Course: https://mailchi.mp/18769141c5f2/kick-ass-game-development

    📝 Presentation in PDF: https://drive.google.com/file/d/1RyiLB1CwtY3LucxfOIjmQ6uC8_owuHwa/view?usp=sharing

    Reply
  2. Timestamps:

    0:00 – Intro – 90 Day Game Development

    0:14 – Preface: Game Dev + Lessons

    0:40 – Where we lose Time as Developers

    1:09 – Beyond Game-Dev Scope Choices

    1:50 – Resources on Speedrunning Game Dev

    2:10 – Endpoint Definition

    2:26 – How to actually Overscope

    3:13 – Roadmapping your Endpoint

    4:20 – Allocating Endpoint (Development Phase)

    4:41 – Allocating Endpoint (Break-down)

    4:45 – Synthesizing Endpoint with Break-down

    5:02 – Allocation leads to Task Arrangement

    5:12 – Set a Timeframe

    5:24 – Know your definition

    5:36 – Evaluate Environmental Advantage

    6:33 – Asset Pooling

    7:23 – Unity Game Engine + Orginization

    7:33 – Import Assets

    7:50 – MvP (Grid and Health Systems)

    8:23 – Object Pooling

    9:29 – Scalabale Systems (Bounds/Parameters)

    10:00 – Player Feel (Basic Features + Game Feel)

    10:54 – Camera Feel

    11:14 – HUD/UI Draft

    11:25 – Background + Level Design

    11:58 – Settings Menu

    13:00 – Basic Weapon PreFab

    13:46 – Basic Enemy PreFab

    13:59 – Spawn/Despawn Logic

    14:55 – (Roguelite) Upgrade System

    16:08 – (Roguelite) Polish Visuals

    16:48 – (Roguelite) Relic Division

    17:38 – DodgeStreak Reward Tie-in

    18:18 – Test Prototype

    18:38 – Prototype Checkpoint + Lessons

    19:24 – Art Content: Character Art

    19:45 – Recycle Bottleneck

    20:11 – Iteration Demonstration

    20:47 – Deluxe-Exclusive Characters

    21:06 – Same Struct Trick for Menus

    21:58 – Implement Menu + Art

    22:11 – (Roguelite) Rougelite-Menus

    22:46 – Create Battle Lanes

    23:02 – Hazards in Battle Lanes

    23:34 – Complete Weapon PreFab

    24:08 – Design and Build Enemies (new & old)

    24:31 – Implement Enemies

    25:00 – Level Scaling System

    25:48 – Art Content: Backgrounds

    26:13 – Original Soundtrack

    26:42 – DodgeKing Deluxe Original Soundtrack

    27:11 – Overworld Prototype

    27:56 – Procedural Generation Tool(s)

    28:14 – Bugs + Solution for Gen. Seeds

    28:53 – Overworld Manager System

    29:09 – Design and Build Player Characters (old)

    29:43 – Design and Build Player Characters (new)

    30:25 – Unlock Screen (Menu)

    31:00 – Results Screen (Menu)

    31:20 – Save Data System

    31:43 – Save Data Systems are Sensitive

    32:29 – (Roguelite) Implement more Relics

    32:51 – Test Alpha

    33:11 – Alpha Phase Checkpoint + Lessons

    33:47 – Beta's goals

    33:57 – Implement Bosses

    34:16 – Boss Bugs

    34:29 – Complete Enemy PreFab

    35:17 – Run Play Test Session(s)

    35:47 – Evalute Feedback

    36:30 – Implement Feedback (Examples)

    37:02 – (Roguelite) Re-Roll + Currency

    37:53 – Add Endless Mode

    38:12 – Game Mode (Menu)

    38:28 – Complete Challenge/Bonus Modes

    39:04 – Fix Bonus Mode Bugs

    39:14 – Dialogue System (Minimum)

    39:40 – Player Feedback Cuts Tutorial

    40:43 – Deluxe Character Ability Balance

    41:18 – Quality of Life Additions

    42:00 – Beat the Game

    42:29 – Beta Phase Checkpoint + Lessons

    43:01 – Endless Patching

    43:16 – Test ALL Features + Patch

    43:50 – Endpoint Rewards Focus

    44:47 – Lessons of Following Endpoint

    45:31 – Engine Manipulation for Content

    46:21 – Launch the Game

    46:39 – Cut Content (Retro Mode + Another Chance)

    47:37 – Cut Content (Cutscens + Multiplayer)

    48:04 – Ideas that didn't make it

    48:21 – Post Launch – Bug #1: Typos

    48:32 – Post Launch – Bug #2: 100% Save File (rip)

    49:11 – DodgeKing Deluxe Version uses DodgeKing-1's Steam Page

    49:32 – Habits + Decisions to MinMax Game Production Time

    49:47 – Conclusion

    Reply

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