Temple of The Roguelike Forums

Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Z on March 13, 2012, 01:01:18 AM

Title: HyperRogue version 8.0
Post by: Z on March 13, 2012, 01:01:18 AM
Game title: HyperRogue
Game version: 8.0
Release date: Nov 4, 2015
Main website: link (http://roguetemple.com/z/hyper.php)
Synopsis: hyperbolic geometry, hunt treasures, no hitpoints

The original Hyperbolic Rogue was an out of challenge 7DRL (in fact a 6DRL, even less). Just a @ moving on the map. For the 7DRLC I have added more polish, and more features, while keeping most of the spirit.

HyperRogue II (http://"http://www.roguetemple.com/z/hyper.php") was a 7DRLC Challenge 2012 entry (http://"http://roguebasin.roguelikedevelopment.org/index.php/7DRL_Challenge_2012").

You are still a lone adventurer trapped in a strange world. You still hunt for treasures, while being hunted by monsters yourself. You still have to hit the monsters before they hit you.

However, the world is much richer now. There are seven types of lands for you to travel, each with specific monsters, treasures, and terrain features. You can also find some magical orbs, which give you temporary magical powers.

The game also became more user friendly. You get tooltips and help, and a configuration screen, instead of having to press strange keys.

I still have four days until the 7DRL challenge ends, but I am running out of good ideas. I originally planned to introduce some Economy (http://"http://experimentalgameplay.com/blog/2012/03/economy-in-march-2012/") but I don't see how it could be done without making HyperRogue a worse game. I have tested the game and I think everything works very well, but in case if someone finds some nasty bug, or suggests a new awesome feature, I can still do it on Friday. :)

(http://www.roguetemple.com/z/hyper/hyper-crossroadst.jpg) (http://"http://www.roguetemple.com/z/hyper/hyper-crossroads.png")(http://www.roguetemple.com/z/hyper/hyper-lightningt.jpg) (http://"http://www.roguetemple.com/z/hyper/hyper-lightning.png")(http://www.roguetemple.com/z/hyper/hyper-highscoret.jpg) (http://"http://www.roguetemple.com/z/hyper/hyper-highscore.png")(http://www.roguetemple.com/z/hyper/hyper-alchemistt.jpg) (http://"http://www.roguetemple.com/z/hyper/hyper-alchemist.png")

Download from the website (http://"http://www.roguetemple.com/z/hyper.php"), and have fun!
Title: Re: 7DRLC 2012: HyperRogue II
Post by: getter77 on March 13, 2012, 02:01:30 AM
Congrats on the ludicrously speedy release----here's hoping some other bright idea jumps out before the competition ends beyond just trying to work the number 7 into more of the core attributes of the game.   :P

It really has such a distinctive style---I hope some folks get inspired by it and experiment further.  Something stylized ADOM'ish  in scope/trappings on a giant screen at high resolution would be quite a sight, to say nothing of 3D vision shenanigans.   :D
Title: Re: 7DRLC 2012: HyperRogue II
Post by: Z on March 17, 2012, 04:13:03 PM
Updated on Friday: some minor bugfixes and additions.
Title: Re: 7DRLC 2012: HyperRogue II
Post by: XLambda on March 17, 2012, 07:05:09 PM
Quite an improvement, I like the new theme areas a lot! Thumbs up! ;D
Title: HyperRogue III (major post-7DRLC improvements)
Post by: Z on April 23, 2012, 09:46:15 AM
(http://www.roguetemple.com/z/hyper//crossroads3_t.jpg) (http://www.roguetemple.com/z/hyper//crossroads3.png)(http://www.roguetemple.com/z/hyper//graveyardnecro_t.jpg) (http://www.roguetemple.com/z/hyper//graveyardnecro.png)
(http://www.roguetemple.com/z/hyper//hell-xp_t.jpg) (http://www.roguetemple.com/z/hyper//hell-xp.png)(http://www.roguetemple.com/z/hyper//rlyeh-fire3_t.jpg) (http://www.roguetemple.com/z/hyper//rlyeh-fire3.png)

HyperRogue III has been released! (http://roguetemple.com/z/hyper.php)

The most visible change is the addition of graphics. This will hopefully make it more playable for people who are not hardcore roguelike fans. Of course, the ASCII display from the previous versions is still available (press "v" for configuration, then "w" and "m"), it also seems to run more smoothly on some of the older machines.

The floor graphics are slightly based on the works of M. C. Escher, one of the few artists who did use hyperbolic geometry in the past. You need to press 'v' to activate the new floors, as they are more confusing and slower to draw.

Also, four new lands have been added (the Land of Eternal Motion, Graveyard, R'Lyeh, and Hell).

Another big thing is that you now have a quest, instead of just aiming for high scores. You are no longer able to immediately enter all the lands, some of them will appear only if you have met certain requirements (most of them related to score). Ultimately, you will be able to reach Hell, and find the Orb of Yendor. Of course you can still aim for high scores, too.

This makes the challenges in Hell (which I find quite interesting) a reward for the most careful players, while HyperRogue II allowed everyone to see everything. It has good and bad points, but I think it is worth it to motivate the players.

And some balance improvements. Overall, I think this is enough changes to change the name again, to HyperRogue III (Hyperbolic Rogue was the preliminary concept work, and HyperRogue II was the 7DRL challenge version).

Have fun, and good luck in your quest for the Orb of Yendor!
Title: Re: HyperRogue III (major post-7DRLC improvements)
Post by: getter77 on April 23, 2012, 12:06:50 PM
Always nice to see this manifesting another release----congrats!   8)
Title: Re: HyperRogue III (major post-7DRLC improvements)
Post by: XLambda on April 23, 2012, 08:29:25 PM
Iä Iä Roguelike Fhtagn! May the angles of the planes have mercy on your soul!

Thumbs up for an epic non-euclidean roguelike.  ;D

Title: Re: HyperRogue III (major post-7DRLC improvements)
Post by: guest509 on April 24, 2012, 05:14:23 AM
  My god...it's full of stars...
Title: Re: HyperRogue III (major post-7DRLC improvements)
Post by: Z on April 24, 2012, 10:15:36 AM
Indeed, there are many star images... Since we can look at the game objects from any direction, I usually preferred something with a rotational symmetry, and the usual choice was a star.

Stars on walls originally symbolized snow and cold in the Icy Lands, but I had no other ideas for wall pictures in the other lands, so I have also used them in most other lands. They also look a bit like plants, so they are used for ivy and demon daisies (and living cave walls). Stars in Hell are a reference to pentagrams. Most types of treasure are drawn as stars to make them look shiny.

Title: Re: HyperRogue III version 3.1 (optimizations + Android port)
Post by: Z on May 03, 2012, 10:57:43 AM
HyperRogue version 3.1 is released! (http://www.roguetemple.com/z/hyper.php)

This version contains many optimizations, which make the animations much smoother. Mostly due to using compiler's optimizations, but also game mechanics and shape drawing routines are optimized.

These optimizations make an Android port (https://play.google.com/store/apps/details?id=com.roguetemple.hyperroid) possible.

There are also some bugfixes and minor features ("dead ivy" shows correctly, necromancy bugfix, restarting after finding the Orb of Yendor no longer crashes the game, help fits better on the screen, you can right click the framerate for hints about improving it.

Here are some screenshots from the Android version. As always, have fun!

(http://www.roguetemple.com/z/hyper/andros1.png) (http://www.roguetemple.com/z/hyper/andros2.png) (http://www.roguetemple.com/z/hyper/andros3.png)
Title: Re: HyperRogue III version 3.1 (optimizations + Android port)
Post by: getter77 on May 03, 2012, 12:15:35 PM
Yay optimizing!   8)  I can only imagine the looks of befuddlement for onlookers of Android folks whipping this out while out and about.
Title: HyperRogue III version 3.6
Post by: Z on June 10, 2012, 03:31:26 PM
(http://roguetemple.com/z/hr-escher-small.png)
HyperRogue III (http://roguetemple.com/z/hyper.php) version 3.6 released!

Finally I got enough ideas for improvements to release a new version. It has the following changes:


Have fun!
Title: Re: HyperRogue III version 3.8
Post by: Z on August 02, 2013, 10:38:28 AM
HyperRogue Version 3.8 is released! (http://zenorogue.blogspot.com/2013/08/hyperrogue-38-and-some-plans.html#links)

Mostly minor changes, but anyway.
Title: Re: HyperRogue version 4.0
Post by: Z on October 11, 2013, 09:48:42 PM
HyperRogue version 4.0 is released! (http://zenorogue.blogspot.com/2013/10/hyperrogue-40-music-and-other-features.html)

This version includes music, by Neon Corridor. You can now listen to a canon which plays in reverse in the Land of Mirrors, a mysterious tune in R'Lyeh which always gets lower and lower, and many more great tunes on your way to the Orbs of Yendor! Also some things have been improved (Crossroads treasure added, Ivies improved...), and some exploits have been removed (thanks to Adam Borowski for noticing these).

(See the full changelog on the blog.)
Title: Re: HyperRogue version 4.0
Post by: Zireael on October 12, 2013, 12:36:27 PM
Wow, this looks brilliant!
Title: Re: HyperRogue version 4.1
Post by: Z on December 10, 2013, 07:29:39 PM
HyperRogue version 4.1 is released! (http://zenorogue.blogspot.com/2013/12/hyperrogue-41-is-released.html)
Title: Re: HyperRogue version 4.2
Post by: Z on December 18, 2013, 07:19:21 PM
...And followed by Version 4.2 (http://zenorogue.blogspot.com/2013/12/hyperrogue-42-smoothly-released.html), with much smoother graphics!
Title: Re: HyperRogue version 4.4
Post by: Z on March 02, 2014, 10:07:18 PM
HyperRogue version 4.4 (http://zenorogue.blogspot.com/2014/03/hyperrogue-44.html) has a save feature (not at any moment -- you need to collect an Orb of Safety), and the Android version has music. The Android version now also has a Lite version (no music) and a Gold version (paid, with some cheat features).
Title: Re: HyperRogue version 4.4
Post by: Z on January 16, 2015, 10:38:38 PM
HyperRogue is released on Steam! (http://store.steampowered.com/app/342610)

The gameplay is exactly the same as in the free version (and it will stay so), but you get access to achievements, online leaderboards, and the convenience of Steam.

Last but not least, you also support the development of HyperRogue :)

All for a very low price (under 1 USD).

At first, HyperRogue on Steam is going to be available for Windows and Linux—I am planning to work on the OSX version later.

Have fun!
Title: Re: HyperRogue version 5.5a
Post by: Z on February 15, 2015, 02:00:12 PM
The Android version of HyperRogue, as well as the free version, have been updated (to version 5.5a)!

This brings translations, two new lands with new mechanics (Cocytus and Dry Forest), the Euclidean mode, and several other minor improvements to free and Android players. Additionally, HyperRogue Gold now has access to online achievements and leaderboards, via Google Games Services.

Have fun! And buy the Steam version too! You not only get access to Steam leaderboards and achievements, but also more interest on Steam generates faster development of new versions (currently five new lands are planned!).

The full changelog from 4.4 to 5.5a on the blog. (http://zenorogue.blogspot.com/2015/02/hyperrogue-updated-for-free-and-android.html)
Title: Re: HyperRogue version 8.0
Post by: Z on November 04, 2015, 01:09:53 AM
I forget to post here recently, but HyperRogue 8.0 (http://zenorogue.blogspot.com/2015/11/hyperrogue-80-on-steam-and-hyperrogue.html) is released on Steam, while HyperRogue 7.4f can be downloaded from the website (http://www.roguetemple.com/z/hyper/)!

Many changes since my last announcement here. The Gallery (http://www.roguetemple.com/z/hyper/gallery.php) is the best place to see all the features.

Have fun!