Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: getter77 on August 03, 2012, 03:36:55 PM
-
http://indierpgs.com/2012/07/rogues-souls-announced-playable-alpha/
http://forums.tigsource.com/index.php?topic=26781.0 Dev log thread
Hey guys, this game has been my pet project since early April now. It's a roguelike and it's loosely inspired by Demon's Souls and Dark Souls as well Brogue and DoomRL. The focus is on tactical combat. The central mechanic is the stamina system used for things like attacking, blocking and running.
The current version is intended as a sort of teaser and features 12 dungeon levels. Instructions can be found in the manual.txt inside the zip file. A custom tileset as well as mouse controls are planned for the final version.
v0.51
-New healing system: dropped and purchased health flasks have been removed. instead you now have 1 health flask that can be used 4 times and gets refilled at every altar
-You can now return to the title screen from the character select menu
-Added yes/no question when quitting the game
-Fixed a crash bug related to monster level scaling
-Fixed several typos in the data files
That's a fine list of things to be inspired by----here's hoping dev remains lively and potent! 8)
-
Roguelikes and the Demon's/Dark Souls games are like... two things that I really enjoy. A lot. This has better be freaking awesome.
-
Hey guys, developer of Rogue's Souls here! I just saw that my game was featured on Indie RPGs and posted on this forum.
Rest assured that I am both lively and potent. Right now, most of what I'm doing is balancing, bugfixing and accessibility-related stuff, so the next build probably won't exactly be a revelation in terms of new features and content, but will hopefully be more pleasant to play. The current version is enjoyable I guess, but has some serious balancing issues on later levels.
Also just noticed that the 5 level thing is way out of date, the 0.51 build actually features 12 levels.
Best,
Chris :)
-
Welcome and keep at it! 8)
-
So yeah, I just released the new 0.6 build of Rogue's Souls! Download right HERE (https://dl.dropbox.com/u/3725770/roguessouls_0.6.rar)
(http://i.imgur.com/ZeTJe.png)
The most obvious change is the new tileset, kindly made for me by a fella called Jerom (https://twitter.com/jeromBD), but there are a ton of other improvements as well, most of them interface, balance and bug-related.
Here's the full changelog:
-New tileset by Jerom!
-Support for multiple types of wall tiles (just for visuals)
-Added different types of ranged weapons and projectiles for player
-As a result, player now has one quiver for each type of ammo
-Added lowering and raising shield
-New starting class: The ranger
-New weapons, armor and dungeon tiles
-Maximum number of healing flask uses now increases at certain altars
-Healing flasks now restore 75 HP instead of 50
-Some starting classes now start out with secondary weapons readied
-Chests are now more likely to contain useful items
-No more separate "apply" and "equip" commands. "a" now does both
-Ammo packs are now quivered automatically
-Soul vessels are now used automatically
-The manual can now be viewed in-game using F1
-Added descriptions for starting classes
-Item tiles are now shown on inventory screen
-Readied weapons are now shown on inventory screen
-Item stats are now compared on inventory screen
-Messages are now wiped every time the message window disappears
-Remaining on the same dungeon tile (chest, altar etc.) for multiple turns only triggers the corresponding message once
-Fixed a crucial bug concerning trapped chests
-Fixed a bug where buying items from a merchant could mess up equipment
-Items lying in doorways can now be picked up
-NPCs now turn hostile again when attacked
-Several other bugfixes
-Made equipment more expensive
-Toned down Goblin Scout and Minor Ember Demon
-Made projectiles and projectile spells reduce target's block chance
-Gave projectile spells higher accuracy bonus
-Various other tweaks
Have fun! ;)
-
Tis a fine changelog this....well done indeed and may that momentum keep a flowin'! 8)
Are you going to try to take part in ARRP 2012? http://roguebasin.roguelikedevelopment.org/index.php/2012_ARRP
-
This game is pretty cool. Any way to switch back to ascii mode though for those of us who prefer it?
It would be nice if when firing among multiple targets, if there was a way to automatically fire at the same target that you picked last. Like using "f" for regular fire and "F" for firing at the last chosen target.
It would be nice if the class section of the help screen actually listed the starting equipment for each class.
There was a dropped soul next to an open door. I couldn't pick it up and consume it while standing on it or in the same space as the door. I had to go outside the door, press "space" and point in the direction of the door with the soul on the other side, then when the door closed, the soul was consumed.
-
Are you going to try to take part in ARRP 2012? http://roguebasin.roguelikedevelopment.org/index.php/2012_ARRP
Sure!
This game is pretty cool. Any way to switch back to ascii mode though for those of us who prefer it?
Yep! Just open settings.ini and change the line "gfxfolder=tiles_new" to "gfxfolder=ascii" (a proper options menu is one of the planned features for the next build).
It would be nice if when firing among multiple targets, if there was a way to automatically fire at the same target that you picked last. Like using "f" for regular fire and "F" for firing at the last chosen target.
Good call, I'll do that. I've also been thinking of making the target selection cursor automatically default to the last target, given it's still alive and in range.
It would be nice if the class section of the help screen actually listed the starting equipment for each class.
Considering it.
There was a dropped soul next to an open door. I couldn't pick it up and consume it while standing on it or in the same space as the door. I had to go outside the door, press "space" and point in the direction of the door with the soul on the other side, then when the door closed, the soul was consumed.
Yeah, that's a problem with the game prioritizing opening and closing doors over picking up items at the moment. You could probably still have picked up the soul while standing on it by pressing the interaction key and then the wait key (Numpad 5 or "."), which interacts with the tile you're standing on
Anyway, thanks for the nice feedback! :)
-
Great, more the merrier! I'd also say it'd be good to throw up a page here to get noticed by more of the players out there as the main hub for keeping track of what's available and all:
http://roguebasin.roguelikedevelopment.org/index.php?title=Main_Page
-
I actually did just that a minute before I saw your post. ;D
-
Heh, good times! 8)
Seeing as how you're knocking things out left and right, do you have a roadmap of sorts in mind for the grand vision to come alongside nearer-in-time doings?
-
I wrote a feature list back when I first started working on the game. Haven't looked at it in months, but I think so far I've been following it for the most part. Basically I have a rough outline of what I want in the game and make up the specifics as I go along.
In terms of mechanics, the game is mostly feature complete, so I'm concentrating on content design and interface stuff at the moment. The scope isn't huge. I'll hopefully reach 1.0 by the end of the year and after that it's just adding stuff when I feel like it.
-
Just released a quick new new build (0.61) to fix some critical bugs and implement some of people's easier suggestions.
Download here (https://dl.dropbox.com/u/3725770/roguessouls_0.61.rar)
Changelog:
-Text windows now have outlines
-Ranged targeting now defaults to last target (if available)
-Fixed a critical level generation freeze bug
-Fixed a bug where armor stats were displayed incorrectly
-Fixed picking up items in doorways
-Two-handed weapons can now be unequipped without equipping another weapon
-Giant bats now drop souls
-Fixed some typos in the data files
-Fixed health and and stamina potion tiles in new tileset folder
-Updated some outdated info in the manual
-Made enemies slightly more aggressive
-Various other tweaks
Have fun! :)
-
Nicely done quick work there! 8) 8)
-
Released a new minor build (0.62), mainly to fix another crash bug I came across while playtesting. I threw in some other small improvements as well.
Download link: http://dl.dropbox.com/u/3725770/roguessouls_0.62.rar
Changelog:
-Added some new dungeon tiles
-Fixed a crash bug related to NPC placement
-Fixed some corrupted data files
-Removed ring of the eagle from Soldier starting equipment
-Slightly reduced the game's memory footprint
-A few small tweaks
-
Good stuff---the more you get squared away earlier on, the less you'll have interfering when you get down to the big stuff down the line towards v1.0 and beyond.
-
Thanks!
P.S. so far the plans for the next build (scheduled for the ARRP) are:
-Major combat overhaul (already started on that but reverted to the older code for the 0.62 build)
-Mouse controls
-A proper options menu
-And everything else I manage to cram in ;)
-
Heh, sounds like a plan!
-
Just in time for the ARRP, here's alpha 0.7 of Rogue's Souls: http://dl.dropbox.com/u/3725770/roguessouls_0.7.rar
The main features here are the mouse controls, the option menu and of course the combat overhaul.
I tried making the combat a bit more dynamic by making dodge chances, block chances, and ranged accuracy depend on your actions last turn (the same is true for enemies and npcs ofc). For instance, moving gives you a dodge bonus but reduces block chance, shooting multiple times in a row makes it slightly more likely to hit etc. More details in the manual.
Here's the full changelog for those interested:
-Added mouse controls
-Added an option menu
-Added paralysis status effect
-Added curse status effect
-Added slow status efffect
-Added status effect traps
-Added new enemies,traps and items
-New enemy AI functions
-Block and dodge chances, ranged hit chance as well as attack stamina costs, now partially depend on your actions last turn
-Reduced number of chests
-Made monsters tougher and more distinct
-Tweaked starting classes
-Made dodging more likely to happen
-Slightly increased stamina regen when waiting
-Made blocking less likely to happen
-Characters can now be knocked back more than 1 square
-Knockback causes hitstun (temp paralysis)
-Daggers, rapiers and most projectiles now lower defender's dodge chance
-Altar menu doesn't exit anymore after leveling up
-Fixed several issues with field of view
-Poison attacks now work correctly
-Hidden and invisible monsters can no longer be targeted in ranged combat
-Fixed a monster pathfinding bug concerning NPC displacement
-Fixed a a bug where monsters drowning in water would produce an error message
-Item tiles now display corectly in drop and ready menus
-Opening manual on title screen no longer starts the game
-Several other fixes
-Soldier now starts out at SL2
-Other tweaks
-
Congrats on the new timely update! 8)
-
OK, here's a new bugfix/tweak release, alpha 0.71: http://dl.dropbox.com/u/3725770/roguessouls_0.71.rar
Changelog:
-Low level monsters don't spawn on high dungeon levels anymore
-Changed dungeon generation slightly to keep levels from gettig too big
-Fixed issue where mouse cursor would disappear after aiming with keyboard
-Fixed an issue where mouse menu buttons would continue to be displayed after leaving the menu
-Block and dodge chances are now displayed on HUD
-Made chests harder to open and more likely to be locked
-Slightly improved block chance of shields
-Made levelups slightly cheaper
-Reduced damage of some monsters
-Other minor tweaks and fixes
As expected, the 0.7 combat overhaul brought a ton of balance issues. There'll probably be another minor release to address (hopefully) most of them.
-
OK, version 0.8 is out!
Download here: https://dl.dropbox.com/u/3725770/roguessouls_0.8.rar
Changelog:
-Added locked doors and keys
-Changed rules for chest and monster placement
-Removed health regeneration
-Added bags and backpacks to increase max carrying weight
-Added Defense Up status effect
-Added Fast status effect
-Added spellcasting for monsters
-New items and spells
-New dungeon tiles
-New enemy
-Added mouse interface for actions like running, readying weapons, opening the inventory etc.
-Automatic mouse movement now stops when player gets close to, or is attacked by, an enemy
-Close button can now quit the game
-Severely reduced Strength carrying weight bonus
-Reduced overall number of monsters
-Healing flasks now heal 100 HP
-Increased poison damage
-Slightly altered formula for block and dodge stats
-Reduced projectile damage
-Increased effectiveness of spells
-Changed shield block values
-Various other tweaks
-Hunter no longer starts out with healing flask readied
-Fixed a bug concerning monsters dying from poison
-Health bars of hidden monsters are no longer displayed
-Item tiles are now displayed in merchant menu
-UI Font name is now displayed correctly in options menu
-Several other fixes
The main new feature here are the locked doors, but there's other stuff too, such as a revamped equipment weight system and an improved mouse interface.
Happy Halloween! ;)
-
Spiffy gains and how timely! 8)
-
Just released version 0.84. This version adds saves. No changes to content yet. I'm doing this release in 2 parts (this version and the 0.9 content update) because development is slowed due to university-related stuff.
Download link here: https://dl.dropbox.com/u/3725770/roguessouls_0.84.rar
Changelog:
-Added saving and loading games
-Sped up level generation
-Level chunks can now be "rotated" during levelgen
-Several minor fixes and tweaks
-
Well done and sounds like a good plan to make the most of your limited time. :)
-
The university work just keeps piling up and it'll be a while until 0.9 gets released, so to ease the wait, I decided to release another intermediate version. 0.86 has some of the content planned for 0.9 and a few bugfixes and tweaks.
Download link here: https://dl.dropbox.com/u/3725770/roguessouls_0.86.rar
Full changelog:
-New boss
-New monsters
-New items
-New monster abilities
-New dungeon tiles
-New spells
-Added player gender choice
-Removed "Building level" screen
-Changed the way soul loss over time works
-Made NPCs move around more
-NPCs and bosses no longer leave corpses behind when they die
-Hobgoblins now have shields
-Upped weapon stat requirements
-Other tweaks
-Fixed crash bug related to spell slots
-Fixed save bug concerning monsters with spawning abilities
-Fixed save bug concerning monsters with special health regen
-Changed some outdated info in manual
-Other small fixes
Have fun! ;)
-
Found a "ragged shoe" or similar. checked in my inventory and pressed the accurate letter for the shoe and the game crashed.
___________________________________________
ERROR in
action number 1
of Keyboard Event for <any key> Key
for object o_player:
In script player_controls:
In script disp_inventory:
In script item_disp_stats:
In script items_compare:
Error in code at line 10:
diff= ds_list_find_value(item1,stat) - ds_list_find_value(item2,stat)
^
at position 41: Wrong type of arguments to -.
Otherwise cool game.
-
Thanks!
Couldn't reproduce that error, unfortunately. Can you remember exactly what item it was you were trying to equip?
-
Hey! It's been a while, but I've just released version 0.9
The main additions here are a tomb (morgue) function and the phantoms of your dead characters coming back to haunt you. There are content additions and some mechanics changes as well.
DOWNLOAD HERE: https://dl.dropboxusercontent.com/u/3725770/roguessouls_0.9.rar
FULL CHANGELOG
-Added player phantoms and tomb file
-New boss
-New NPCs
-New items
-Item descriptions (partially done)
-Spell castings are now refreshed at altars
-Included option to automatically sort equipment
-"e" key now displays equipment
-Changed default UI font from Lucida Console to Verdana
-Weapon weight doesn't factor into knockback resistance anymore (only armor weight)
-Knockback now stuns for 1 more turn
-Increased poison duration
-Monster hearing radius now partially depends on the player's armor weight
-Heavy armor slightly reduces dodge chance
-Made Esc suspend the game
-Player is now in the center of the screen at all times
-Fixed bug concerning player line of sight
-Fixed a UI bug concerning memorizing spells
-Fixed an issue with displaying item stacks in lookmode
-Stats are now correctly calculated when unequipping an item
-Fixed an issue with displaying weapon magic requirements in inventory screen
-Other fixes
-
Nicely done. 8)
-
This sounds cool. I'm downloading it now.
Edit:
This game's combat feels like it's about bonking my stats against my enemy's stats rather than tactics. If I attack, winning is a matter of randomly landing more hits than they do. If I try to block and wear out their stamina, it only works if I get a lucky roll on my block chance, and even then it seems like I usually run out of stamina before my opponent does. If I try to dodge, same thing - I have to hope that they randomly miss me.
It seems like my only options are to either get into luck/stats-based fights where my decisions don't really matter, or to just run away from everything.
What am I supposed to be doing here?
-
What am I supposed to be doing here?
Check the manual ;)
Moving increases your chance to dodge, especially when running, and waiting lowers it.
Waiting gives you a bonus to your block chance, attacking or moving reduces it.
If you want to avoid stamina damage, you can LOWER your shield (given you have one equipped) using the "s" key.
Game is very unbalanced at the moment though, so these things probably don't have the intended impact. I haven't been doing much balancing in the last couple builds. That's all going to be done in the slow crawl from 0.9 to 1.0.
-
EDIT: Doublepost, oops.
-
I've had a lot of time to work on this game over the last 2 days (staying home with a bad cold), so put together a quick new build that fixes some crucial bugs and changes some stats. Also the LOS and FOV algorithms should be much more reliable now.
Download alpha 0.902 here: https://dl.dropboxusercontent.com/u/3725770/roguessouls_0.902.rar
Changelog
-Fixed a severe bug with the tomb menu
-Fixed bug where merchant menu would be displayed incorrectly
-Line of sight and field of view algorithms should be more reliable now
-Increased effect of last action on block/dodge chances
-Reduced phantom spawn probability
-Made most armor heavier
-Gave certain monsters higher knockback resistance
-Updated some info in the manual
-
OK, version 0.91 is out. One new feature (blocked level exits) as well as a tiny bit of new content, but mainly a lot of fixes and tweaks.
Download link: https://dl.dropboxusercontent.com/u/3725770/roguessouls_0.91.rar
Changelog:
-Added levers and blocked level exits
-Completely redesigned dungeon progression
-Included tileset by Derek Yu (http://makegames.tumblr.com/day/2013/01/23)
-Reverted to old line of sight algorithm for performance reasons
-New enemy behavior
-New traps
-New dungeon tiles
-Changed the way traps work
-Chests are now much more likely to be trapped
-Chests are now harder to open
-Reduced minimum range for ranged combat
-Reduced block penalty on attacking
-There is now 1 guaranteed key for every locked path
-Rewrote save system to increase save and tomb file integrity
-Fixed bug regarding two-handed weapons and inventory sorting
-Changed certain monster stats
-Reduced defense values of some other enemies
-Healing flasks don't weigh anything anymore
-Reduced weight of most other consumables
-Minor fixes and tweaks
I also included this (http://makegames.tumblr.com/day/2013/01/23) tileset as an optional thing.
(http://i.imgur.com/erscMVL.png)
-
404 file not found link on this latest download.
-
Ooops :-[
Here's the correct one: https://dl.dropboxusercontent.com/u/3725770/roguesssouls_0.91.rar
-
OK, here's build 0.915. Added temporary weapon enchantments and poisoning and fixed a game-breaking save system bug, plus a few other things.
Download: https://www.dropbox.com/s/st1qmt9ybn622mu/roguessouls_0.915.rar
Changelog:
-Added weapon enchantments
-Added weapon poison coating
-New spell
-New item
-New dungeon tiles
-More item descriptions
-Fixed critical save system bug (save compatibility is unfortunately broken)
-Streamlined turn counter in HUD
-Changed the way poison attacks work: Piercing weapons cause longer poisoning, blunt weapons shorter.
-Slightly modified the equipment and stats of some starting classes
-Dungeon progression tweaks
-Other minor fixes and tweaks
-
OK, despite being in the middle of studies, I'm putting out a new build. Why? Because Sheldon Ketterer aka Cow made a new tileset for me. Take a look at his awesome work for my game here:
(http://i.imgur.com/56X7f2H.png)
I packaged that up with some tweaks and content additions I had been working on in the meantime and put it out as version 0.92.
DOWNLOAD HERE (https://dl.dropboxusercontent.com/u/3725770/roguessouls_0.92.rar)
Changelog:
-New items
-New dungeon levels
-More item descriptions
-New tileset by Sheldon Ketterer
-Ensured that phantoms with ranged weapons always have ammo quivered
-Ring of endurance now works properly
-Ring of regeneration now works properly
-Other small fixes
-Tweaked some monster and item stats
Have fun,
C.A.S.
-
Fine work all around from the looks of it!
-
So yeah, I just put out version 0.93: https://dl.dropboxusercontent.com/u/3725770/roguessouls_0.93.rar
There are some small new features in this build and new content in this build, but it's mainly another bugfix and tweak build. There are some pretty crucial bugfixes in this though, including a crash bug that has been around forever.
Full changelog:
-Added area of effect for spells
-Chest locks can now break if you fail to open them
-High level monsters now occasionally spawn on lower levels
-New dungeon levels
-New dungeon tiles
-New enemy
-New spells
-Fixed a bug where quiver wouldn't get saved
-Fixed a bug where mouse menu buttons would remain on screen after closing a menu
-Fixed a bug where parts of a level would contain no tiles
-Fixed a level generation crash bug
-Fixed a bug where monsters would occasionally spawn inside walls
-Made empty spell slots selectable with mouse in spell menu
-Other small fixes
-More item descriptions
-Lowered the drop level of bags
-Made some shields slightly weaker
-Several other tweaks
-Added message for trying to cast Toxin on a poison immune enemy
Enjoy! :)
-
Excellent. 8)
-
And here's build 0.94!
The main feature here is a complete HUD redesign, but there are other small changes as well!
(http://i.imgur.com/xWvEuSo.png)
Download link: https://dl.dropboxusercontent.com/u/3725770/roguessouls_0.94.rar
Changelog:
-HUD redesign
-Added character status screen
-Removed showing equipment using the "e" key
-Added button for quick using healing flasks
-Enemies now drop more souls
-Made it more likely for chests to break
-Game now throws an error and exits when it fails to load certain tiles
-Minor fixes and tweaks
-
OK, time for a new build before my studies start slowing development down again!
Download link: https://dl.dropboxusercontent.com/u/3725770/roguessouls_0.95.rar
-Added secret rooms and fake walls
-Added fixed chests
-Added detecting traps
-New items
-New dungeon tiles
-New status effects
-Raising/lowering your shield and switching readied weapons now takes time
-Equipping, using and dropping items now takes more time
-Changed flask upgrades: Instead of getting them for free at certain altars, you can now receive them at all altars in exchange for souls
-Changed antidote flasks: In addition to healing poison, they also make you immune to it for a limited period of time
-Chest locks now break more often
-Changed the way the teleport trap works
-Encumbrance messages are now only shown when enumbrance changes
-Color coded encumbrance in HUD
-Made levelups cheaper
-Sped up collision checks
-Fixed curse status effect
-Fixed an issue regarding showing the status screen with a ring equipped
-Other fixes and tweaks
This build includes some pretty substantial gameplay changes. The next one will probably add more content and after that it's balancing and tweaking time.
-
OK, 0.96 build is finally out. This one should make the game a lot fairer and also adds a bunch of new content including spells and traps.
Download link: https://dl.dropboxusercontent.com/u/3725770/roguessouls_0.96.rar
Full Changelog:
-New spells
-New items
-New traps
-New fixed chests
-New item descriptions
-Increased overall soul drops
-Boosted starting stats for all classes
-Boosted player base defense
-Healing flasks now restore a percentage of max HP instead of a fixed amount
-Somewhat increased MAG requirements for casting spells
-Autoused items (i.e. soul vessels and projectiles) only take 1 turn to pick up and use.
-Several fixes and tweaks
Have fun,
C.A.S. :)
-
Someone on TIGSource alerted me to some bugs, so I put out a quick fix build.
DOWNLOAD: https://dl.dropboxusercontent.com/u/3725770/roguessouls_0.961.rar
CHANGELOG
-Made phantoms slightly less likely to spawn
-Fixed mouse movement
-Healing flasks should now correctly restore 50% of health
-Monster infighting should now work correctly
-Fixed an issue where selecting "cancel" in the graphics pack dialog would lead to a crash next startup
Have fun! ;)