Recent Posts

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21
Early Dev / Rogue Basement, a 48hRL
« Last post by irskep on April 24, 2017, 04:42:59 AM »
I made this game for Ludum Dare 38: https://irskep.itch.io/roguebasement

I know it's probably way too easy, but I wanted to see if I could really do something resembling a full roguelike in 48 hours. This is my first RL, so I'm totally ecstatic that I got to this level of completeness.

The user manual explains the controls but doesn't give away everything: https://ldjam.com/events/ludum-dare/38/rogue-basement/rogue-basement-manual

I recorded a few videos along the way. Nothing super amazing, but it shows off some stuff when it was in development. https://www.youtube.com/playlist?list=PLuzdytAQSpVhUCVgJvtgDNEQ2DI41KiKr

And finally, here are the screenshots of its progression from map generator to game: http://imgur.com/gallery/LLfvK

If anyone has any ideas for simple balance tweaks I'm really interested in getting a few more percentage points of fun out of it.

And, finally, I'm sorry it eats up a bunch of CPU and still lags a lot.
22
Announcements / Re: Asura (now available) $
« Last post by Skeletor on April 24, 2017, 04:00:06 AM »
Good old Getter77. I just performed a forum search for Triangle Wizard to check if the game was updated and this thread came up.
Looks neat. Did you try it?
Shame Wouter abandoned Triangle Wizard.

Procedural Skill tree:
Craft your Demon using a Skill tree which changes every time you die.

Brutal Mechanics:
When you get burnt, a random equipment will get destroyed from your inventory. When you are poisoned, you can't heal. When your health is low, it does not regenerate automatically. When you die, you don't get to save your progress.
23
7DRLs / Re: Cyan Security - A Cyberpunk Adventure [7drl 2017 - Success]
« Last post by Skeletor on April 24, 2017, 02:27:08 AM »
Nice concept. The first pic, with a robot in front of a 'Babes' go go bar, reminds me of an RPG made by a high school classmate where you would play as an antisocial robot in a dystopian world, doing things like exterminating entire villages and then rent the empty houses and running dodgy activities. Going with prostitutes though would result in the robot ejaculating oil and therefore losing hps.
24
Off-topic / Re: Planescape Torment Enchanced Edition!
« Last post by Skeletor on April 24, 2017, 02:16:10 AM »
Good news, this was truly an amazing game, dark as. Playing an immortal undead with his whole story tattooed on his body..
25
Other Roguelikes / Re: Barony - 3d roguelike game
« Last post by Skeletor on April 24, 2017, 02:14:01 AM »
Looks interesting. Any analogies / differences with Delver?
26
Off-topic / Re: Grey hair
« Last post by Skeletor on April 24, 2017, 02:08:14 AM »
Yeah I notice some white hair too. I don't regret any single second spent playing roguelikes.
27
Announcements / Re: Prospector has returned! (now at R200)
« Last post by getter77 on April 23, 2017, 09:04:54 PM »
R200  8)

Quote
!Savegames not compatible!
+ 2 artifacts (one inspired by no mans sky, but mine is better :) )
+ new hiring system
+ new shop
+ bugfix: creatures that can shoot shoot again
+ rewrote space combat code
+ beam weapons have reduced damage at longer ranges.
+ missiles are now missilier
+ If you manage to destroy a space station now you get to loot the place
+ Balancing: toned down enemy ship speed
+ Balancing: Patrol quests no longer pay ridiculous amonts of money
+ Balancing: Bonuses toned down
+ Balancing: slightly higher chance for aliens
+ Generally a lot of balancing and turning knobs one way or the other
+ New Tutorial mode
+ Polish: first time starting you get asked where you prefer your system maps (Another hint that they exist for new players)
+ Polish: Optional animated moves
+ Polish: No more false duplicate key warnings

There are still some issues, and I haven't polished and played as much in the last week as I would have wanted to, but I still think it's the best version so far. Linux sound version will be published as soon as I remember how to compile that :) Since next weekend is another 3 day one (at least in my neck of the woods) I hope to bring another minor update soon. In the meantime have fun!
28
Player's Plaza / Re: Looking for sci-fi or wild west roguelike
« Last post by vitowkin on April 23, 2017, 08:02:08 PM »
Will there be some kind of towns since you plan to add bigger houses? Or the world is pretty desolate in general?
Yes, I'm planning a starting town with a few bounties/quests to get you started, plus random towns and pueblos dispersed across the land. But maintaining the general feel of a wild landscape, with unsettled expanses between the various outposts of civilization.

As always,
Minotauros

This is exciting news, your game is shaping up to be a dream game for me aswell btw :D I can't wait for those updates much love from this player!
29
Player's Plaza / Re: Looking for sci-fi or wild west roguelike
« Last post by AgingMinotaur on April 23, 2017, 07:06:08 PM »
Will there be some kind of towns since you plan to add bigger houses? Or the world is pretty desolate in general?
Yes, I'm planning a starting town with a few bounties/quests to get you started, plus random towns and pueblos dispersed across the land. But maintaining the general feel of a wild landscape, with unsettled expanses between the various outposts of civilization.

As always,
Minotauros
30
Early Dev / Re: Golden Krone Hotel
« Last post by jere on April 23, 2017, 05:12:58 PM »
Due to popular demand, Golden Krone Hotel now has morgue files and an online leaderboard. This update also brings 3 new monsters, a new class and branch as usual, and...  bounciness?!?




While testing some jumping behavior for the Toad, I realized the animation looks a lot more lively by having all characters bounce around like they're all on pogo sticks. This is something you see in games like Crypt of the Necrodancer, but it makes a lot more sense there. Even so, other games like Dungeonmans have used it in place of a walk animation. It seems to work well with a game that doesn't take itself too seriously... and my certainly doesn't.

I've made the "bounciness factor" an option, but by default I'm going to add in at least a little bounce. It'll be interesting to see how people like it!



The River should be an interesting challenge, since it's completely dark and mostly water filled. The darkness obviously poses an issue for humans but in vampire form, water is your biggest enemy. For now, there's not much reason to go to this branch. Eventually it'll lead to the Maelstrom and then the Underworld, which will be the hardest branch in the game.




Changelog:

  • Morgue files have been added, which can (optionally) be uploaded to http://www.goldenkronehotel.com/morgue.php, shared with friends, and ranked acording to score.
  • A new branch: The River, which sits below the Grotto.
  • A new disguise: Alchemist. Start as a vampire holding several unread books.
  • Three new monsters: Wolves hunt in packs, Toads jump around and attack from range, and Goblins are a plain old monster.
  • Monsters have been reshuffled to make the first floor much easier and less annoying! The standard monsters on Floor 1 are now Grunts (weak vampire), Rats, Bats, and Goblins. Baby Spiders should be less common.
  • Bounciness. All characters bounce around. This can be increased or turned off completely in the Options menu.
  • All characters also have shadows. This can also be turned off if desired.
  • Pharmacopoeia and Mausoleum have each been extended to 2 floors.
  • Some late game bosses and monsters have increased in difficulty to match the extra XP now available.
  • The Varcolac is now always in werewolf form at night.
  • Moroi were way too weak. They now have a ranged attack, which can't be dodged. It can't reduce you below 50% health though.
  • Wooden wall sprites have been redrawn and darkened to enhance contrast and readability.
  • Potion tooltips added to unidentified potions in Primer and Hawker menus.
  • Book sprites have been made clearer to distinguish.
  • Options menu now remembers your previous spot.
  • Pressing escape during the logo/title screen jumps straight to the Start menu.
  • Fix a bug that allowed you to save after death and then walk around like an invisible ghost spraying blood everywhere.
  • Credits and Help moved to Options menu to reduce title screen clutter
  • Fixed a scrolling issue with some screens like the Disguise menu.
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