Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on July 17, 2012, 11:53:15 AM
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http://www.desura.com/games/miniflake
-Windows
-A free demo
-Single player with a multiplayer component being hashed out
-Powered by GameMaker
-Hopeful weekly or so updates planned
-$3.89 Alpha pre-order core edition
-$49.99 Premium edition that is the same as the core with you just being awesome for doing so.
Retro dungeon crawling at it's best. 8bit sounds and music bring you deep into a world of dungeon exploration where each game is a new experience!
WolfGame presents
An I-Game-Art Development
MiniFlake
Immerse yourself in a retro rpg experience!
Explore and random world with unique quests,
And Hundreds of monsters to slay!
Master the Depths...
Plunder the Loot...
Become a Hero!
miniFlake is a roguelike rpg with a simplified interface and a minimal use of keyboard button use, arrow keys and space bar, and the escape key is all you need to play. The game features amazingly retro 1bit graphics, chiptune music and retro sound effects. The dungeons as well as the overworld map and the names of locations and npc's are generated at random using complex generation algorithms.
The story is fairly simple, the player has joined the Crawlers Guild and goes from town to town dungeon crawling for loot and fame. Each new town's dungeon gets progressively deeper and harder to pillage.
Videos and such onsite, definitely going for a bit of a different retro "1bit" aesthetic here even versus most Roguelikes.
Devlog here, though Ouren isn't exactly a stranger in these parts. :)
http://forums.tigsource.com/index.php?topic=26298.0
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That actually looks pretty cool. Just wish it didn't have to be on desura/steam like site. Would rather just get drm free download direct from the creator.
The name Mini Flake is kinda misleading. Didn't think much of it based on the name at first. What does MiniFlake mean within the game?
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Alpha 3
Hey all! It's been a hectic week in the dev department of miniFlake, from personal holidays to hectic unforseen events, and crazy development issues. MiniFlake has managed to survive after tredging through the trenches of game dev warfare and ALPHA 3 has finally made it! Let's take a gander at what's been changed!
First here's the missing update list from ALPHA 2:
-Item Array in place for easier handling of items
-Minimap introduced into gameplay
-Doors added to dungeon creation
-Container objects in place, such as lootable bags
-Custom Controls menu (for you qwertz players)
-Improved player speed while holding down directional key
-Improved Dungeon generation
-Drop and examine inventory items now possible
-Several Bug fixes introduced: debugged Tome cover, as well as many other issues.
And now for ALPHA 3:
-Mockup village to demonstrate various new tiles
-Dungeons now have an exit that lead back to town
-The players stats are being handled in a new method that allows for all copies of the player to share the same stats (important for the developer)
- Framework for better visual quality has been introduced, has yet to be fully implemented (will fix the tearing and glitching pixels)
-All post processing effects are being handled by one persistent object.
-Line of sight calculations arent used in town (player can see all surroundings, even behind buildings)
-The following art Assets have been created:\
Cobblestone tileset
Dirt Path tileset
Grass tileset
Tall Grass tileset
Mountain rock tileset
Shallow water tileset
House tileset
Various house decorations, chairs, potted plants, beds
Various outdoor decorations, trees, stumps, clotheslines.
As you can see, even though it's been a crazy week, a lot of work has been put into the continued development of miniFlake. Go ahead and show your support by placing a preorder and gain access to all alpha and beta updates up to the final release!
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Alpha 4
First up let's discuss the changes in Alpha 4. Each monster type now has their own attack types, most evident in the attack of the blob creature in which a splat damage effect appears over the player. The sound effects system has been put into place, which is currently most notable whilst moving the player about, and during battle where each attack has it's own individualized attack sound. A new CRT effect has been created that simulates the RGB Phase shifting of old monitors and tube televisions, this has been disabled for the alpha for performance issues, but will be a toggle-able effect in future releases. Player collision has also been improved, along with item and monster placement in the dungeons, which is still currently placeholder as the true dungeon population algorithms are being worked on behind the scenes. Finally, the biggest update to the game thus far, the advent of fishing. Fishing in miniFlake is played out as a mini game which is entered when the player approaches a fishing hole and presses into the blinking icon. This takes you to fishing mode, which will display a cutaway view of a body of water over a background unique to your current location. As of yet still in an early edition, player interaction in fishing is fairly limited to just reeling in the line when you have a bite by repeatedly tapping ActionKey1, and cancelling out of fishing using ActionKey2.
Also, they made it onto The Getaway Bundle on Indie Royale: http://www.indieroyale.com/
and taking a shot at the Steam Greenlight thing same as a great many others as of late:
http://steamcommunity.com/sharedfiles/filedetails/?id=92983309
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Alpha 5
Music is in!
More to come!
-Fixed error causing controls menu screen to render improperly
-Renamed Keys to Make it More Easy to Differentiate Their Uses
-Improved Player Movement Speed
-Added Delta Time Equation for Game Slowdowns
-Visual Quality of the game has been drastically improved
-3d interface has been implemented
-Upgraded dev software for further development and game support improvement
-Added a toggleable Sprite backer that draws a solid black or white block beneath monsters, npc's, and items to increase readability that can be adjusted using the ini
-Added proper battle damage calculation that takes into affect player's equipped weaponry and statistics
-Improved enemy movement
-Background music added, provided by the incredibly talented minusbaby!
-Added toggleable Perspective effect that can be adjusted using the ini
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Alpha 6
-Added controls information in game, accessible by keypress
-Added autotile feature to dungeon with new, easier to read chipset
-All monster data is handle externally, allowing for easy inplementation of new monster data without digging into the game code
-Improved gameplay speeds
-Increased animation speeds on various sprites
-Gameplay and combat have been drastically optimized
-Added page burn effects to the Crawler's Tome, accessible by pressing spacebar
-Added an overlay effect for when the player takes damage
-Fixed a bug causing the minimap to display over the Crawler's Tome
-Added breakable barrels full of goodies
-Pressing ESC key no longer closes the game, you must now click the close button on the window bar
-Fullscreen is now toggleable by pressing alt+enter instead of F4
-Resolution has been bumped up to 1024*768 to alleviate strange pixelation errors
-Monster data is now saved externally
-Fishing soundtrack has been updated
-Item and monster placement in the dungeons have been improved
-In-house editing tools.
-Gamepad support being implemented.
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That actually looks pretty cool. Just wish it didn't have to be on desura/steam like site. Would rather just get drm free download direct from the creator.
The name Mini Flake is kinda misleading. Didn't think much of it based on the name at first. What does MiniFlake mean within the game?
Actually!
If you buy the game on Desura, you get a direct download without the actual Desura client in a zip file. :D
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Alpha 7
-Added Alchemy, mix together specific amounts of certain ingredients to create different potions!
-Lighting system has been rewritten to allow for variable quality and multiple light sources
-Game controls have been adjusted to be more comfortable for pc/mac users
-Monster A.I. has been greatly improved
-Weapon data now stored and loaded externally
-Added new item type into game: Ingredients
-Potions and ingredients are now stack-able in the inventory, allowing for a much tidier appearance
-Fixed bug with switching equipped weapons
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Alpha 8
-Items no longer spawn in the walls, drastically reducing player confustion
-Books have been added to the game. Step on a book and press action key to pick it up, find it in your inventory and use it to begin reading. Press action key 2 to stop reading, and press left and right to turn pages.
-Fixed bug with alchemy station causing the game to crash
-Other numerous bug fixes
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Alpha 9
-Added: The continue button on the main page will take you to the gamesave loading screen, you can exit by pressing Action Key 2
-Added: Gameplay in the village is now realtime rather than turn based, to add life and bustle.
-Changed: Dungeon stairs changed to something much prettier
-Added: Basic NPC's now populate the town
-Added: Basic NPC interaction framework is in place, press into an npc to open the interaction menu (non functional as of yet)
-Fixed: Several bugs have been squashed
-Changed: Sprites now have the option to ignore Sprite Backing if it's turned out, for decorations that need to overlap the cell beneath.
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I should hang around here more.
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miniFlake Update “Where’d that game go?”
http://news.wolfgame.com/post/46019025593/miniflake-update-whered-that-game-go-hello
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Alpha X
Hello everyone!
We're here to celebrate the release of Alpha X! It's been a long road, and we know you've been waiting for an update for quite some time. Unfortunately, the project was shelved for a while, while we found a replacement for the original programmer. By now you're probably aware that he was unable to fulfill his role on the project, and stepped down so that the game could be developer further. We'd like to thank Mr. Legasse and we hope he is able to return to the world of game development soon.
I'd also like to take this time to introduce my new partner in miniFlake development, Chris Warriner. Chris is a programmer by trade, and for him this will be a passion project. We hope you'll welcome him onboard. He's having to pick up where Mr. Legasse left off, and as some of you may know, receiving a new codebase and parsing it is no easy task!
Without further adieu, here is the list of changes for Alpha X.
Most notably, you can now use your mouse to navigate the interface. This code will be a major step into seeing the game onto mobile and touch devices in the future.
-Added mouse/touch controls for the interface. This will allow for cleaner interaction on PC.
-Added Decorative items added to the game including
-Added Randomized overworld terrain system
-Added torches around the stairways
-Fixed bug where interacting with an npc wouldnt stop them from wandering
-Fixed debugged Tome, drastically increasing usability
-Fixed debugged fishing, drastically increasing smoothness of gameplay
-Fixed debugged terrain autotiling and added more terrain transition types into chipset layout
-Removed Access to the town for now, we'll be overhauling the town system soon.
Thank you for your patience and patronage. If you have any questions, please ask myself or Chris. We'd be happy to help you.
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(https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash3/923036_497737636946909_147030892_n.png)
Alpha X
You're a hero for keeping up with the news posts. Truely.
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Alpha 11
Hello everyone. This is Wolfgang Wozniak from Wolfgame. We have been hard at work to bring you this update to miniFlake. I’d like to thank all of the fans of the game for waiting so patiently for this update. If you follow us on Twitter, you’re probably aware of some of the changes we’ve made. These changes are listed below. This update has mostly been on the technical end, but will allow us to very quickly add, change and balance the game in an instant.
These same easy methods for us to make changes and add new content are also available to you. Currently, Monster and Item data as well as graphics are located in a folder called “xData" anyone can access this folder, add new monsters or items. Please bear in mind some of the functionality listed in the XML files is not yet implemented. Please be patient for these features.
It will be possible to upload your own xData Packages on Desura and Moddb. We’re excited to see what you come up with.
We’ll be offloading a lot more of the current assets in a12, which is coming in very soon. We plan on having 90% of the game in a state where anyone from a hobbyist modder to the first time gamer interested in how games work will be able to change parameters in game and see how things function.
-Added color shaders
-Added option saving
-Added Accessories
-Added controller support. May be spotty on PC. Largely untested.
-Added ESC key for menus
-Added Mouse/Touch support for menus
-Added Inventory
-Added Ouya Support (expect official release α12)
-Added Rings
-Added Item descriptions
-Added “RGB Shift” slider, allowing the player to set the amount.
-Added XML Database loading. This will allow anyone to added content to the game. External data includes:
Monsters
Weapons
Offhand gear
Armor
Accessories
Rings
Use Items
-Replaced combat system
-Added more player Pawns
-Changed Strength
-Added Agility
-Added Constitution
-Added Dexterity
-Added Mind
-Added Intelligence
-Added Wisdom
-Added Charisma
-Added Accuracy
-Added Evasion
-Added Harm
-Added Strike
-Added Accuracy Bonus
-Added Magic Resistance
-Added Damage Bonus
-Added Damage Reduction
-Added Light Radius
-Removed “Def”
-Removed “Mag”
-Removed “Ranged”
-Removed “Missile”
-Removed “Melee”
Thank you for your continued support. We hope you have a great Thanksgiving, and we look forward to letting a12 loose in the coming weeks.
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Alpha 12
Alpha 12 will release November 15th for Desura and Itch.io users.
We’re pleased to finally be posting the Alpha 12 patch notes for miniFlake. You’ll find a massive list of changes, additions, improvements, optimization, increased stability, improved user interface, and a more expanded xData folder for modders to leverage. There’s a lot to talk about!
First off, we got Greenlit on Steam!
Thank you to everyone who supported us for the last 805 days on Greenlight. We could not have done with without you. We will be talking about Steam Keys and other bonuses for early supporters at a later date. For now, thank you for believing.
We’ve been talking for a long time about renaming the game after we hit Beta. We’re taking the opportunity we’ve been given with Steam to do exactly this. We’ll be rebranding the same game soon. Don’t worry! The game you’ve supported all this time will not change with the rebranding.
Here are the patch notes!
We’ll be offloading a lot more of the current assets in a12, which is coming in very soon. We plan on having 90% of the game in a state where anyone from a hobbyist modder to the first time player interested in how games work — will be able to drastically change the game and see how things function.
We’ve added a new member to the team! PROTODOME! PROTODOME is a UK based jazz musician with a particular interest and focus on old videogame hardware. You’ll find a sample track from his newest EP above. He specializes in FM Synth. Boy, how he can make that old hardware sing! We’re honored to have him on board.
The combat system is nearing completion. We’re currently finalizing all of the new additions to the math portion of the combat system. The next steps after this are gameplay improvements inside this incredibly robust new system. We won’t spoil anything here!
Instruments make a debut. Players will be able to play music. Every instrument has a unique sound. Crafty players will be able cast unique spells with their tunes.
Status effects also make a debut. There’s a huge list. We won’t break everything down here, but every effect is very different.
+) Added
-) Removed
≈) Changed
General
+ Games can be saved
+ Game saves can be loaded
+ Gamepad support. (Currently mapped for Xbox pad on PC)
+ Inventory will now save and load!
+ Main menu effects
+ Biomes
+ Status Effect icons added to database.
+ Status Effects will be displayed in the space between the Stats Plate and the Minimenu Plate in the main GUI.
≈ Shaders optimized. This paves the way for console release.
+ Dungeons now have more than one floor
+ Full NPC dialog system added
+ Players may now play musical instruments.
+ Players may now view paintings.
+ ”Enter” key on the keyboard will now confirm on PC.
+ “Esc” key now closes all of the extra frames opened.
+ ”Credits” added to the main menu.
+ “CRT Glow” shader. Enable from Options menu.
+ Attack Types
+ Armor Types
+ Category Tags
+ Special Attack Types
≈ Menu Code more generic, game more stable.
≈ Dungeon Generation optimized. More stable.
≈ Screen-space shaders have been improved and now properly fills the screen.
≈ Text rendering in the Inventory has been fixed.
≈ Copyright Information
- All Character Classes removed
≈ Character Classes are now loaded externally
+ Warrior added
+ Wizard added
+ Thief added
The following items are now loaded from xData
+ Player Pawns
+ Instruments
+ Books
+ Character Classes
+ Biomes
+ Attack Effects
+ Paintings
+ Sounds
+ Attack Types
+ Special Types
+ Armor Types
+ Category Tags
+ NPC Dialog, including portraits
Monsters
+ Attack Types such as “Slashing”
+ Armor Types such as “Scale”
+ Category tags such as “Giant”
Status Effects
+ These are effects that can change your status in the world. Some things are more traditional, like being poisoned. Some change your own personal “weather” effects, current class level, or the “biome” you are standing in. Each effect is unique and all have their own unique outcome. Effects typically last a set number of turns, which is defined in the xml file for the Item, Spell or Monster.
Current for Alpha 12:
blindness
Your screen goes dark. (NPCs will attack blindly and walk in random patterns in Alpha 13)
poison
X Damage Per Tick. For X turns. Can stack.
These changes pave the way for the following planned status effects:
level
Changes the level of the Entity.
experience
Gives the entity experience points
strength
Buffs the Str of the entity.
agility
Buffs the Agi of the entity.
constitution
Buffs the Con of the entity.
dexterity
Buffs the Dex of the entity.
mind
Buffs the MND of the entity.
intelligence
Buffs the INT of the entity.
wisdom
Buffs the WIS of the entity.
charisma
Buffs the CHA of the entity.
defense
Buffs the DEF of the entity.
harm
Buffs the HRM of the entity.
strike
Buffs the SRK of the entity.
resistance
Buffs the RES of the entity.
evasion
Buffs the EVA of the entity.
accuracy
Buffs the ACC of the entity.
dmgbonus
Buffs the DMG of the entity.
defbonus
Buffs the DBN of the entity.
torpor
Debuff STR and CON of entity by 10%.
madness
Debuff INT and WIS of entity by 10%.
slow
Debuff AGI and DEX of entity by 10%.
oder
Debuff CHA of entity by 10%.
plague
10% Damage Per Tick. For 10 turns.
charm
Lose control of player for 3 turns. Player will move with enemies. If NPC is charmed, NPC moves with player for X turns, will attack with the player.
melt
X Damage to MP Per Tick. For X turns.
drain
X Damage to MP Per Tick. For X turns. Gives caster the MP.
frozen
Double damage received from all attacks.
stone
Character is slowly turned to stone. Movement speed decreases over time and, once solidified, are killed if struck by any attack.
bleed
X Damage Per Tick. For X turns. An additional stack will happen every 5 rounds.
stun
lose X rounds. To be used sparingly.
soaked
Double damage received from Ice and Thunder-based attacks. Half damage from Fire-based.
oil
Double damage recieved from Fire-based attacks.
sleep
Character cannot act for X rounds. If struck by an attack is immediately woken up but takes 1.5x damage from the attack.
curse
-60% to all attributes and takes 40% increased damage from all attacks.
silence
Cannot cast spells.
possession
Movement is limited and the character takes damage over time. Movement limited to a radius around where the target was possessed.
radius
Adds X to light Radius.
burning
Does X fire damage every tick.
moon phase
Changes personal moonphase of target to X
weather
Changes personal weather of target to X
biome
Changes personal biome of target to X
Attack
+ Attacks will now be broken down into types. The current types in the xData folder are as follows.
Subdual
Slashing
Piercing
Projectile
Magic
Armor
+ Armor will now be broken down into types. The current types in the xData folder are as follows.
Sinew
Feathers
Cloth
Light
Hide
Heavy
Hide
Light
Leather
Heavy
Leather
Studded
Leather
Bone
Shell
Chain
Scale
Exoskeleton
Half
Plate
Plate
Magic
+ Magic will now be classified in the “Special Types” XML files. The current types in the xData folder are as follows.
Acid
Arcane
Celestial
Demon
Earth
Elemental
Fey
Fire
Gas
Gelatin
Ice
Mechanical
Metal
Lightning
Spirit
Void
Water
Wind
Wood
Categories
+ Categories are special tags to assign to objects, monsters, NPCs, and players based on what type of creature they are, as well as their condition in the world. Categories will now be classified in the “Special Types” XML files. The current types in the xData folder are as follows.
Acid
Alive
Ancient
Arcane
Beast
Bridge
Celestial
Dead
Debris
Demon
Dragonkin
Earth
Elemental
Fey
Fire
Flying
Gas
Gelatin
Giant
Ground
Humanoid
Ice
Insect
Item
Mammal
Mechanical
Metal
Mounted
Lightning
Organic
Plant
Reptile
Spirit
Structure
Tiny
Undead
Underwater
Void
Water
Ward
Wind
Wood
Categories
We added the following bugs
+ “Seam” in the middle of the screen that distorts the art.
Cut from Alpha 12 / Planned for Alpha 13
The following features did not make the cut in time for Alpha 12.
+ “End Dance” added from SilverQuest
+ Crafting recipes can now be found. They serve merely as guides, and do not gate access to crafting
+ Monster Spawnrates
+ Blindness functioning on NPCs