Temple of The Roguelike Forums
Game Discussion => Early Dev => Topic started by: Paul Jeffries on April 21, 2012, 04:02:55 PM
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Hello there everybody! I would like to present to you all my first 'complete' roguelike:
(http://www.vitruality.com/ASTRo/Version0.9/titlescreenBlue.png)
AS.T.Ro is a science-fiction themed squad-tactics roguelike. You control a four-man away-team investigating a mysterious planet. So, as well as other roguelikes it also draws inspiration from games like X-Com, Space Crusade (http://www.abandonia.com/en/games/928/Space+Crusade.html) etc.
What you see here is the result of a little challenge to myself to make a complete game and teach myself Java in 48 hours. Now that it is in a playable state however I'm planning on continuing to expand it.
Play it in your browser here! (http://www.vitruality.com/ASTRo/Version1.0/launch.html)
Downloadable Version (http://www.vitruality.com/ASTRo/Version1.0/AS.T.Ro_v1.0.zip) - unzip to your computer and double-click 'launch.jnlp' to play. Needs Java (http://www.java.com/en/).
TIGSource Devlog: here (http://forums.tigsource.com/index.php?topic=24944.0)
Features:
- Control a team of 4, each with their own strengths and weaknesses
- Battle 9 different enemy types
- Use 14 different items
- Explore strange new worlds, seek out new life and new civilisations and shoot them with lasers
Screenshots:
(http://www.vitruality.com/wp-content/uploads/2012/04/Screenshot48Hrs7.png)
(http://www.vitruality.com/wp-content/uploads/2012/04/Screenshot48Hrs31.png)
(http://www.vitruality.com/ASTRo/Screenshot48Hrs4.png)
(http://www.vitruality.com/ASTRo/CharacterScreen2.png)
(http://www.vitruality.com/ASTRo/Screenshot48Hrs6.png)
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Wow, this looks to be rather impressive----doubly so given the timeframe.
I certainly hope you keep at this project at whatever pace suits you! 8)
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i want a dowload version
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Pretty cool! Especially the interface is nice and intuitive. I hope you'll expand on it in the future. :)
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Didn't load. :(
Probably need to fiddle with java.
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Hi guys - thanks for taking the time to play the game and offer feedback - it's much appreciated!
I probably will continue working on this, although before I do anything too exciting I should probably go through the code I've got and do all the commenting and tidying up that I should have done as I was going along, but didn't because I was rushing! Ultimately I'd like to go the whole hog and let you freely explore a procedurally generated galaxy, performing procedurally generated missions on procedurally generated planets, perhaps with Master of Orion 2 style space combat sections... *drifts off into further dreams about pipes*
@teoleo: Well, since you ask so nicely ;D: www.vitruality.com/ASTRo/Version1.0/AS.T.Ro_v1.0.zip (http://www.vitruality.com/ASTRo/Version1.0/AS.T.Ro_v1.0.zip)
@Jo: That's interesting. I had a couple of problems getting it to run online myself a while ago but thought I'd fixed that problem. Can you let me know:
- Your browser
- The version of Java you have installed
- Any browser security settings that may be causing problems
- Whether the download version will run
- Your favourite colour
Cheers!
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Your game is very hard to find by googling. Dunno how to fix that...
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@Jo: Yeah, you make a good point there. Even if you put in the correct punctuation marks google just 'helpfully' strips them out for you. It does turn up if you search for 'astro roguelike', but not 'astro game' or just 'astro'. Perhaps if I return to this game at some point I will add a rediculous-sounding subtitle!
Out of (vested) interest; did you manage to get the game running in the end? I'm planning on ripping chunks of code out of this for my 7DRL entry, so if it's not working on some machines I'd ideally like to figure out why before then!
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Oh yeah dude it's working. It was a problem with my java install, or lack of one. I have a vista machine.
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WHY DOES EVERYONE COMPLETE GAMES FASTER THEN ME. *rageface*, oh well ill check it out.
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WHY DOES EVERYONE COMPLETE GAMES FASTER THEN ME. *rageface*, oh well ill check it out.
If it makes you feel any better, it was 48 *cumulative* hours, not 48 sequential hours - i.e. the clock was only running when I had either the code editor or Paint.NET open in front of me and the actual development was spread out over five or six weeks. So really it was tonnes of time!