Author Topic: Rogue Empire (Prequel version in Alpha 0.7.9)  (Read 781 times)

RogueEmpire

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Rogue Empire (Prequel version in Alpha 0.7.9)
« on: December 20, 2016, 01:08:46 PM »

Hi All!

I want to share with you my roguelike baby I am currently developing: Rogue Empire.

The game is divided in 2 parts:
  • A prequel called Rogue Empire: The Prelude. This is where I am putting most of my effort at moment as it is the base platform  for the second and bigger part. Anyway the lore in the prequel is intended to be "clear" to you once you reach a certain point in the main title (second part), and I hope give you an ahhhh feeling.
  • Rogue Empire: This is actually the main game. Featuring multiple races, classes, story arcs, endings... you get the point  :P

The prelude reached a point where it has some hours of content to go through and several game play variations. This means I got now the courage to expose it to you avid roguelike players! Let the beast loose!

You can download it at itch:
roguempire.itch.io/rogue-empire-the-prelude

This version is free by the way and windows only for the moment.
Anyway, let me know what you think, feedback is really important to me.

Also if you have cool ideas you would like to see into the game, don't hold back!  8)

Also if you don't mind voting for it at steam (http://steamcommunity.com/sharedfiles/filedetails/?id=804464235) or helping me out with expenses :P (patreon.com/roguempire ) I will be for ever in your depth.

You can also

Thanks a lot!
G
« Last Edit: May 26, 2017, 11:25:40 PM by getter77 »

getter77

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Re: Rogue Empire (Prequel version in Alpha 0.6.0)
« Reply #1 on: December 21, 2016, 01:38:34 AM »
Looking good---always onward with the mega projects!   8)
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
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RogueEmpire

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Re: Rogue Empire (Prequel version in Alpha 0.6.0)
« Reply #2 on: December 21, 2016, 09:12:20 AM »
Haha Thanks! Going for it!

I am also very open to external ideas, so if you think of something yo would like to see in a roguelike like this let me know and I will definitely consider it!

getter77

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Re: Rogue Empire (Prequel version in Alpha 0.6.5)
« Reply #3 on: January 15, 2017, 10:50:25 PM »
v0.6.5

Quote
Important: Old save games from previews versions are not supported and will be removed!

New features:

    Added look action: Describes what you see in a specific location. Very useful on first time encounters with new enemies. Used by hitting the 'x' key.
    Added new mods for weapons and armor.
    Added levels 11 to 19 of the prelude.
    Added 5 more enemy types.
    Added slingshot type weapons and ammos.
    Added 2 more spells and wands.

UI:

    Added in game log (to show hit the small icon in the top right.
    If no category is selected in the inventory all the items are shown.
    Improved in game and story texts to make them much sharper.
    Added targeting keyboard support.
    Added item counter to action bar: now you know how much potions you have for example.
    Added <Return> hot key to hasten level up process.
    Added improved looks of columns in cavernous dungeons.

Balance adjustments:

    Difficulty scaled down across the board. Mainly enemy hp.
    Items dropped are balanced to be much more interesting.
    Slowed foot rooting speed across the board.
    Improved shield and armor effects.
    Reduced poison time to live of scorpion and spider enemies.
    Improved eventful dungeon chance by 60%.
    Increase healing potion effects.
    Reduce first boss melee damage.

Bug Fixes:

    Double energy cost of several warriors abilities.
    Fixed a huge CPU drain caused by a Unity Bug.
    Resolved bog where you could kick and open doors from far away.
Brian Emre Jeffears
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In Training

getter77

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Re: Rogue Empire (Prequel version in Alpha 0.6.8)
« Reply #4 on: January 28, 2017, 08:26:59 PM »
v0.6.8
Quote
Important: Old save games from previews versions are not supported and will be removed!

New features:
    Added weapon speed as a new base attribute of all weapons, e.g. using a dagger lets you hit more times than using a 2-handed broadsword.
    Added 3 new item modifiers.
    Added 3 new random special events with rewards.
    Added 2 new enemies with its unique abilities.
    Added 19 new armor pieces.
    Added scrolls: 21 so far.
    Added 4 new wands.
    Added smooth camera follow.

UI:
    Added contextual outlines to items and monsters to help identifying them.
    Added hover effects to most buttons and interactive UI across the game.
    Improved level up UI.

Balance adjustments:
    Increased weapon damage across the board making more differentiation between them. This took also into consideration the new speed feature on weapons.
    Buffed up shield block chance, armor coverage and mitigation.

Bug Fixes:
    Fixed animation column in cavernous dungeons not displaying.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Rogue Empire (Prequel version in Alpha 0.7.0)
« Reply #5 on: February 11, 2017, 02:36:26 AM »
v0.7.0
Quote
Important: Old save games from previews versions are not supported and will be removed!

New features:
Added contemplation level up mechanics.
Added featured/special rooms.
Added new warrior ability.
Added chance to find items when digging.
Added somewhat rotted food step. Might make you throw up L.

UI:
Added auto use with keyboards for 1 radius actions.
Improved level up UI.
Improved and added new tooltips to stats in character screen.
Added tutorial window for contemplation mechanics.
Made mana visible to the warrior in character screen.

Balance adjustments:
Digging now has a chance to break your pickaxe.
Reduced the energy cost of swapping weapons by 75 percent.
Buffed up shield block chance, armor coverage and mitigation.

Bug Fixes:
Fixed bug where selling a 0 mana wand would give -inf money.
Fixed bug where normal mouse clicks would count as double clicks sometime.
Fixed bug where auto-explore would stop working for no apparent reason.
Fixed bug where items would appear under obstacles (trees, etc..
Fixed bug where merchant would wander off and inconveniently block a passage.
Fixed bug where locked door tutorial window would appear when engaging with any door (locked or not).
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Rogue Empire (Prequel version in Alpha 0.7.3)
« Reply #6 on: March 04, 2017, 04:29:13 PM »
v0.7.3

Quote
Important: Old save games from previews versions are not supported and will be removed!

New features:
    Added an exciting second prelude boss.
    Added 3 more (prelude) late game enemies.
    Added difficulty settings at game start.
    Added location log at the top right of the game screen.

UI:
    Improved scroll wheel movements on inventory.
    Improved speed of story text.
    Added exhausted effect icon.

Balance adjustments:
    Reduced dungeon initial item amount by 60%
    Reduced enemy drops by 30%
    Reduced enemy spawn rate by 70%
    Added magic users cast cooldowns.

Bug Fixes:
    Fixed hit sound volume levels.
    Fixed bug where wielding a 2-handed weapon would double its weight.
    Fixed bug where melee modifiers where applied range weapons
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Rogue Empire (Prequel version in Alpha 0.7.5)
« Reply #7 on: April 10, 2017, 12:59:43 PM »
v0.7.5
Quote
Important: Old save games from previews versions are not supported and will be removed!

New features:
* Added ring item type.
* Better item generation system.
* Added 1 more late game enemy.
* Added 1 spell
* Added 3 more wands and 3 more scrolls.
* Added quest screen and starting quest.

UI:
* Improved scroll wheel movements on inventory.
* Improved speed of story text.
* Added exhausted effect icon.

Balance adjustments:
* Rebalanced the whole experience.
* Gear item types are more rare. Potions come out more often.
* Level ups are less often.
* Enemies adjusted accordingly.
* Slowed down 2-handed weapon speed.
* Added a base flat block chance with shields to give initial shields more value.
Brian Emre Jeffears
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In Training

getter77

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Re: Rogue Empire (Prequel version in Alpha 0.7.9)
« Reply #8 on: May 26, 2017, 11:26:33 PM »
v0.7.9

Quote
Hi Everyone! I just uploaded the latest version of the game! Going to send the new version of full game alpha to backers through mail!

Following is the change log for this version, enjoy!

Change log for Alpha v0.7.9

Important: Old save games from previews versions are not supported and will be removed!
Changes included in the Prelude

New Features:
    Added freeze and teleport trap types.
    Improved dungeon generation on smaller dungeons.
    Added new item modifier for dagger type weapons.
    Added arcane threads to game. Adjusted caster enemies accordingly.
    Added +20 spells
    Added +40 wands and scrolls
    Added 7 staff weapons: Unique ranged weapon that uses mana to fire and spell power to influence its damage.
    Added 2 more music tracks for general gameplay.

Bug Fixes:
    Fixed bug where using a potion that is twice in the action bar would not reflect the amount counter on the other.

UI:
    Added new messages when reacting to certain situations.
    Improved targeting graphics.
    Added button sounds to main menu

Balance Adjustments:
    Special rooms are identified with special doors.
    Redid how spells work, enabling level ups. Adjusted caster enemies accordingly.

Main Campaign-Game Changes

New Features:
    Added Mage class with +40 abilities and a unique gameplay.
    Added spell learning ability available for casting classes.
    Added 1 new location to world map.
    Populated the village of Arensal.
    Added +15 music themes for different locations in game.
    Added the spell book item for each available spell to learn.
    Added some new world map events.

Bug Fixes
    Arensal merchant now has initial money.

UI
    Added location specific art in world map.
    Added missing Archer talent icons.

Other
    Improved world map loading times by 20%.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training