Cig Fein: Devlog #1 — Core Game Systems

Progress notes and screenshots from the core systems work that make up Cig Fein.

Screenshot 1

Abilities and components -

The ability system gives the player three core tools to work with each run. A projectile that can be parried off any enemy, a stun shot that locks enemies in place for a set duration, and a dash that slices through groups while granting brief damage immunity and a burst of speed. Under the hood, each ability is stored as an AbilityEntry struct containing both Ability Data and Ability State. This makes adding new abilities straightforward and keeps per-ability stats isolated and easy to tune. It also sets up a clean foundation for ability modifiers, which come into play with the Cigarette Pack buff system later in the devlog.

Screenshot 2

Cigarette Buff Packs -

Cigarette Pack buffs are the player's strategic layer. After clearing an encounter or randomly, the player is presented with a real-time animated pack, cigarettes pivoting out for selection. Ditching flat 2D sprites for a procedurally animated 3D scene made the moment feel immersive and deliberate. Each cigarette applies a modifier directly to the AbilityEntry structs data that comes into the ability component, and the Chain Smoking system rewards planning your buff order to chain effects back to back.

Screenshot 3

Procedural Generation using Black and White Masks -

Maps are generated from a black and white PNG mask - white paths define room placement across a grid, with the system reading each cell to spawn the correct room type. Square rooms fill the straight paths while hex-shaped corner rooms give more open space for combat encounters. A randomization layer then determines what populates each corner room, whether that's active enemies or environmental obstacles to navigate.