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Announcements / Re: We Slay Monsters (now at v1.0) $
« Last post by iamagiantnerd on June 22, 2017, 02:44:04 PM »
Hey Brian, thanks for posting this! Much appreciated. Once the dust settles, I plan on writing up a proper post mortem, but it's been a wild ride!
Announcements / We Slay Monsters (now at v1.0) $
« Last post by getter77 on June 22, 2017, 11:58:41 AM » $13.99 Win/Mac

We Slay Monsters streamlines traditional roguelike RPG gameplay and introduces a unique poker-esque card based combat mechanic. Each class (Wizard, Rogue, Warrior) has a unique deck of cards; using this deck you will guide your hero through the dungeon. Each dungeon is designed to play in short bursts, with a single dungeon taking 15-25 minutes to complete (or even less if your hero dies).

The Academy For Dungeoneering

In We Slay Monsters, the player is tasked with the rebuilding of the once prestigious Academy For Dungeoneering, famous for training generations of heroes, but long since fallen into disrepair.

The Academy is your persistent base that can be upgraded over time with gold earned by performing successful quests for nearby towns. Heroes may die, but your Academy lives on.

Poker-esque card-based combat mechanic. Most hands that would be valid in poker are valid here, except the deck is made up of six suits instead of four, with face values from 1-9 instead of Ace-King. Flushes can be made with only three of the same suit, and any flush results in a super attack. Each suit has a unique attack ability.
Campaign against the Institute of Evil. In the campaign, you square off against the Institute of Evil, a rival school responsible for training evil beasts and strange bosses to take over the world.
Endless supply of recruits. Permadeath means a hero might die, but your Academy has an endless supply of new recruits willing to risk all for fame and fortune.
Over 35 monsters which can be unlocked. Each monster has unique abilities, and monsters are unlocked over time as you complete quests.


Our composer Adam Chandler has done a great job with the music and sound effects for the game, and the full soundtrack album is available as DLC for the game, or buy the game with the soundtrack and save 10%!

Been a long road for this one, but I suspect it will have a solid time of it.   8)
Announcements / Re: Axu (now at Alpha v0.5.0)
« Last post by Avagart on June 22, 2017, 11:10:38 AM »
Programming / Re: Recommended Language/Development
« Last post by Krice on June 22, 2017, 10:43:48 AM »
(Python is very easy to pick up for someone who's never programmed)

It's just a language. I think Python is quite large and complex language so it being easy, well, how you want to think about it. What even makes it "very" easy? Give some tangible examples or get out.

In my opinion easy language is something which is easy to set up/install and feels like it's easy for that person. Some people I guess feel that functional programming is easier than object-oriented programming etc.

The language is 1% of creating a roguelike. 99% is content and game design.
Programming / Re: Recommended Language/Development
« Last post by Zireael on June 22, 2017, 08:02:39 AM »
Hello Neo Ness, drop by - we just started a dev-along following a Python tutorial (Python is very easy to pick up for someone who's never programmed), one part a week!
Programming / Recommended Language/Development
« Last post by NEO Ness on June 22, 2017, 05:39:53 AM »
I bought a few books for GML for Game Maker Studio, I want to make a Rogue Like, it's a life goal/dream of mine.

I was wondering what program and/or programming you'd recommend for a beginner?  I'm very familiar with RPG Maker VXA and MV, I have probably almost 1,000 hours in those.

I see C++ and unity names flying around here.  Anyone willing to help pitch me some info/advice?
Announcements / Re: Axu (now at Alpha v0.5.0)
« Last post by getter77 on June 22, 2017, 01:47:04 AM »
v0.5.0   8)
Hey everyone, Matt here.

    It's been over two months since Axu's last release. This is due in part to a short hiatus where I spread my social wings a bit. I was very over-worked, and it was starting to affect the quality of the game. I'm back with fresh eyes! 0.5 is a huge milestone, as it signifies I am roughly half way through the development of the game! It's been almost four years since the inception of the game, and much has changed since Axu's original design, but I am very happy with the current direction.

    One of the best things about this release is showing off the new art. I am currently working with a very talented artist who has volunteered their time to create new tiles/sprites for the game! This is still a work in progress, and only some art has been replaced. I still think it looks much better than the old style. To better suit this new art, the game's camera is now pixel-perfect and zoomed-in. Tell me what you think!

    You'll see in the changelog below that many bugs have been squashed. This has been my largest priority over the course of the last two months. I've been getting many reports with the same issues, so I figured I would go ahead and focus on those before releasing.

    Anyways, thank you to everyone who has supported the development by sharing the game around, making videos, streaming the game, donating, or even just downloading and playing for five minutes. It warms my heart to see others enjoying my creation, and I hope to only make it better in the future.


Matt (Cynapse)

    Added a safeguard for loading keybindings from previous versions that didn't support Shift + Key keybindings.
    Got rid of the death animation for enemies. The wait time between an NPC's death and the destruction of the gameobject associated with them could be the culprit of "ghost" NPCs remaining even off screen.
    Teleport won't put you in the wall at the top of the screen.
    Fixed "x(item amount)" from showing up twice in the tooltip and inventory screens.
    Traits under the character panel take up less space.
    Decreased saving and loading times.
    Added a debug option to increase the turn counter.
    On the main menu, if there is no save data to load, the Continue button does not show up.
    Switching scenes changed to Async Operations to have less jagged transitions.
    Reduced the save file size drastically by seeding all local screens.
    Fixed an issue with quest target NPCs not appearing after a reload.
    Equipping items no longer sets your inventory over limit.
    Some blockable tiles cannot be dug through, like trees or cacti.
    Ice walls, when dug through, leave an ice tile.
    Poetry lists are now only filled when generating a poem.
    The camera is pixel perfect now. Because of this, I had to have zoomed in as the default.
    The camera now clamps to the sides of the screen.
    While 'l'ooking, the camera follows the cursor.
    Details in 'l'ook mode now show in the correct position, and are clamped to the edges of the screen.
    New sprites for tiles and NPCs.
    Autotiled water, swamp water, desert, and sand.
    Added a slider for the "Traits" panel in the character screen.
    The sliders on the inventory and shop screens now follow the currently selected number automatically.
    The window no longer resets to fullscreen upon death.
    The resolution of the window now scales to your screen if fullscreen.
    Wave 5 of the Arena quests no longer has Test Subjects, who can teleport out of bounds, to kill.
    Grounded characters can no longer move.
    Replacing limbs via a Doctor actually takes the money away.
    Time spent reading items now properly relies on your Intelligence rather than your Endurance.
    Removing the Prisoner Inhibitor now boosts all your stats, as intended.
    Severing limbs properly adds/subtracts stats based on its equipped item.
    New quests.
    You are now prompted to save before exiting to prevent save scumming.
    Removed crafting menu, craftable items, and resources. They weren't adding anything except complexity to the game.
    The Enter key on the keypad now works as an alternate "Select" button. It cannot be rebound right now.
    Many many more changes/fixes/additions I forgot.
Programming / Re: BearLibTerminal: a pseudo-terminal window library for roguelike
« Last post by Zireael on June 21, 2017, 07:55:00 AM »
Rolling along happily with BLT+Python.

One report:
The default tile alignment is “center”
(from the wiki page) doesn't seem to be true anymore, at least for the version I have via pip. I was having the tiles offset until I explicitly centered all of them.
Early Dev / Re: Soulblight
« Last post by abraksil on June 20, 2017, 09:30:45 PM »
Hi Avagart
Sorry for delay in answer was away for couple of days.

What are my goals? Well I want to create roguelike where you character will have a bit more personality then "I kill monsters". I want for the character to have traits like Greedy or Coward. I want for the player to be aware of them and take them into account when making the decisions. If your a coward you can't run into every fight without thinking. If your greed think twice if you get your money's worth before you purchasing something. Rogulikes evolved from table top games like D&D but thous games had an RPG elemnt that seems to be forgotten. it's more about grinding now. So with my game I want to create a character progression system that focuses on personality instead of XP. And this is also what I personally like the most about Soulblight.

There are a lot of other things I like/I'm proud of:
  • I like how we ware able to build the feeling of space and convexity in top down perspective. When I started making the game every artist I meet told me not to do the top down view because the game will look flat
  • I like that the combat requires tactical thinking. You have to take into account your stamina your position on the battlefield the weaknesses of your opponents. And the fact it's not turn based add a lot of tension to all of that
  • I like that every boss in the game is different and you need to find a new way to win with each of them
  • I like that if you want you can sneak around and take out the enemies form behind
  • I like that you can get wounded in different ways. Sometimes your bleeding and need to stop it with the bandages. Othere time you need to sew the wound up with a stitching kit. Using low quality items may make the things worse but sometimes it might be wrath the risk

Well I like all thous things and more. This is my game - I made it the way I wanted it to be.
You ask me if it's good. Well... I like it but will you? I think the best way to find out would be to join the alpha test we're running and see.
Events and News / Re: Roguelike Radio podcast
« Last post by AgingMinotaur on June 20, 2017, 04:51:52 PM »
Ops, I really botched that one.  :o If anyone's looking, I'll be in my room reading that verse from Hávamál.

As always,
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