Temple of The Roguelike Forums
Announcements => Traditional Roguelikes (Turn Based) => Topic started by: Danakh on February 20, 2014, 06:59:33 PM
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Hello everyone !
We have just released our game, 1Quest.
free web version : http://www.kongregate.com/games/RatzNGodz/1quest
android : https://play.google.com/store/apps/details?id=air.fr.ratzngodz.A1Quest
itch.io : http://ratzngodz.itch.io/1quest
greenlight : http://steamcommunity.com/sharedfiles/filedetails/?id=229922393
I know you here like roguelike with high difficulty and good replay value, and I really hope 1Quest is one of them. It is still improved regulary and the release is only the beginning. And it is fully moddable ! Documentation should be available this summer, once we have finished the android and iOS version :)
1Quest is a retro roguelike, where you control a young adventurer who pursues an evil blood cult, after they abducts several children, including the princess of the kingdom!
You got 7 days before he can start his evil ritual to summon an ancient demon from the sacrificing of the children. Each region of the realm contains some dangerous place where you can find various help and you can choose your own path to choose your rewards. But do not loose time, if you want to save all the children...
Fight monsters, grab loot, become more powerful and save the children to prevent the blood cult to summon the demon.
Key features
Turn based RPG
Casual Roguelike : if you fail, it is someone else who dies (as long as there are children to sacrifice, of course)
18 different classes
More than 150 powers
20 different dungeons with specific rewards
Magic system based on spell schools and magic affinity for more diversity and replayability
2 'true' endings ... not including the easy ones if save only some of the children
Will be fully moddable (documentation available after the release)
Available on PC, Mac, Android
Planned for iOS. Maybe.
Follow us on:
- Facebook: https://www.facebook.com/pages/1Quest/1451097321786268
- Twitter: https://twitter.com/RatznGodz
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If you don't mind the spam too much, I'll post here the article I made for greenlight, describing a little more the gameplay and the specificity of 1Quest
Using a World Map in a Roguelike is pretty unusual. But fear not, It is mainly to add some macro choice for your character development.
If you want a perfect victory (who doesn't ?), you have only 7 days to reach the final dungeon and kill the boss there. So each day, you have to make a new dungeon, deeper in enemy territory.
Du to the map layout, it means that each day, you have 2 dungeons to choose from. Each one features a specific rewards. That can be specific loot (weapons, armor parts, magic books & staffs ...), magic altar (which raise your magic affinities ... more on that in a later article) or some special reward (attribute boost, extra experience ...)
(http://www.ratzngodz.fr/1Quest/1QuestMap800.gif)
So, if you start the game with a warrior, you will certainly look for a good weapon, trying to find a lost merchant that will gift you one if you escort him to the exit of the forest. But what if you already have a good axe?
You may want to choose to explore the Fire Mountain instead, in search of the Earth altar. After all, the Stone Skin spell looks great for you !
As the map is randomly generated, each time you play you will have those additional choices to make. Some times it will make you switch to a different template for you character to benefit the most from your specific rewards !
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If you want a perfect victory (who doesn't ?), you have only 7 days to reach the final dungeon and kill the boss there. So each day, you have to make a new dungeon, deeper in enemy territory.
So you can visit more dungeons to increase your strength in exchange for a worse ending? That sounds like a cool system.
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I call it grinding mode ;)
But if you take too much time, the summoning ritual may succeed ... (Killing the demon is not an easy task, and you have only 15 days to prepare yourself)
Anyway, it may been reworked in the futur, but the classic goal is to finish the game in 7 days. It is just more permissive than "pure" roguelike
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I hope there's a way to go after the demon in a 7 day run.
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not yet, but that would be a good option.
Probably by allowing the hero to murder the children in the last dungeon!
But why the boss does not do that instead of killing one child per day? Should the demon be less powerfull by doing that?
Killing the demon lead to the dark endind and I would like this to be the most difficult ending.
I am thinking about all this but haven't made my mind yet
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Just say that it's much easier to go from earth to hell than the other way around and you could even do the ritual yourself if you wanted to.
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Or sacrifice the bad guy to finish his own ritual.
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It is important that the children dies in the dark end (there will be 2 possible start for 2Quests, my next game) ;D
Anyway, a little description of the class system :
When you create a new adventurer, you have to choose a race and a class (very original, I know).There is 4 classes available at start:
(http://www.ratzngodz.fr/1Quest/baseClasses.png)
- Warrior: the close combat specialist, start with a shield
- Mage: fight mainly with elemental destruction spells
- Rogue: use both ranged combat and dual wield
- Priest: use both close combat and transmutation magic
But the class you chose at creation is not set in stone. Multi-classing is possible in 1Quest, and you can raise as many classes as you want (but it will be costly). In particular, by raising one or two base class, you can unlock the advanced classes
(http://www.ratzngodz.fr/1Quest/advancedClasses.png)
Advanced class can be seen as specialization. If your warrior want to fight with big heavy two-handed weapons, you can becomes a Barbarian. But if you prefer striking people with your shield (and staying behind), go for the knight !
But some class are more cross-classes. Inquisitor for example, use both holy and elemental magic, often at the same time, to strike down upon enemies with great vengeance and furious anger !
For every play style, there is a class for you !
And with 18 classes in total, you can play a lot of games without repeating yourself.
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In addition to class powers, every character in 1Quest can cast spells. Spells access are granted by two things:
* The magic school skill, like Evocation or Conjuration
* The magic affinity, like Holy or Fire
You can cast the spell if your skill in the magic school is high enough, and if you get all the affinities of the spell. For example, to cast a Fireball, you need 6 in Evocation and 2 Fire affinity
(http://www.ratzngodz.fr/1Quest/affinities.gif)
There are 4 magic school
* Conjuration: summon ally and others things
* Enchantment: Alter enemies mind, or reinforce your
* Evocation: Destructive magic
* Transmutation: Alter your body, or the body of other
Each one is a classic skill that can be raised. Raising the skill beyond the prerequisite increase the spell efficiency, but less than having greater affinities
(http://www.ratzngodz.fr/1Quest/affinities.gif)
There are 6 affinities. All races, except Orc, begins with a single affinity. Human start with Holy 1, Dwarf with Earth 1.
Mage and Priest are better caster because their classes grant additional points:
* Mage grants additional points in elementary affinities (Air, Earth, Fire, Water)
* Priest grant points in divine affinities (Holy and Death).
But those are not the only way to get into Magic. Some dungeon got Magic Altars that permanently raise affinities. Spells books and Magic Staff can also increase them while wielded.
Most character can find beneficial to have a little of magic to overcome certain challenges. But it is not a mandatory option. Specially for Orc warriors!
With this system, a Dwarf Priest and a Human Priest won't play the same as they do not focus on the sames spells. In 1Quest, most play will be unique!
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Sorry for the lack of updates, but we are working hard to upgrade the graphics a lot !
Here is a sneak peek at the next version : https://www.youtube.com/watch?v=vh0_7f3Yj94
We have planned to:
- animate the hero
- upgrade all the graphics from 16x16 tile to 32x32 tiles.
- dungeons tiles
- items
- spells
- powers
- redo the map from scratch
- redo the interface (split in two side panels, no longer pausing the game)
The new version should be ready in early may, and i'll resume the gameplay update !
If you think the game will be worth it, help us on greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=229922393
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1Quest is now available on Desura ( http://www.desura.com/games/1quest (http://www.desura.com/games/1quest) ), and have been reviewed by Indie Game Mag in the may issue!
It is now in 1.1 version, with the new graphics!
https://www.youtube.com/watch?v=I_lfd8g26UA
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I feel so good this morning I must tell the world about it 8). I just read the review of 1Quest by CueZero : http://cueindiereview.blogspot.co.uk/2014/06/1quest.html
Releasing a game is good, but having someone play the game and taking time to write this about it. This is priceless ;D
The 1.2 version is nearly finished, and the game will be released on Android in a few weeks! A free version will be available too.
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Congrats on the glowing review---keep up the fine work on the game! 8)
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Version 1.2 of 1Quest is out, and the game is now available on Android!
While it has always planned on Android, and was actually build for Android about 1 year ago for the first time, It takes time to tweak and needed more optimized code to be playable.
You can get it at https://play.google.com/store/apps/details?id=air.fr.ratzngodz.A1Quest
(and the free version: https://play.google.com/store/apps/details?id=air.fr.ratzngodz.A1QuestFree )
Along with the Android version, a new game mode as appeared: the tower of chaos.
It is an unlimited mode with permadeath. Items are uncapped and can have bonus beyond the maximum in the upper levels of the tower.
Some news denizens have appeared. Fear the four mythic beasts that guard the magical altars in the Tower of Chaos. Can you kill them all? Or do you prefer to sneak them and run to the portal that lead to the next floor?
Several bug fixes, gameplay improvement and increased performance are also included.
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Big news!
The game can now be played for free on Kongregate !
Try it there: http://www.kongregate.com/games/RatzNGodz/1quest
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I have (at least) stared to works on balancing issues! The 1.02.007 is released almost everywhere (not on kong, the site refuse my update ! :) )
Change log can be found here: http://ratzngodz.fr/blog//index.php?pages/Patchnotes
Version 1.02.007
- Warning: There is no more automated save to prevent save corruption (and freeze while application is minimized). Use save&quit to save. I'll restore auto-save later.
- Balancing
- Monsters should be more scattered
- Artefacts bonus computation redone, more in line with standard loots. Artefacts are now capped as standard loots
- Small bonus (like helm's enchantment) are now capped at 10 instead of 20
- Sprite's sphere of protection radius decrease by one
- Starting armor have increased stats
- Paladin's crusade is gone, replaced by Strengh of the Martyr
- 2-handed weapons have better strength bonus to damage
- Time stop no longer stay after taking stairs/portals
- Adjusted summons' duration and cost
- Low level plants have their firing speed reduced
- Subversion's range increased
- Charm's range increased
- Illumination 's range decreased. Illumination now correctly reduce defense of blinded target and try to apply charm only 50% of casts.
- Holy fire now only add half of the Holy affinity (rounded up)
- Purification by fire can now be self cast. Fire affinity does not raise damage when self cast.
- New Features
- Improve loot menu (tooltip & appearance)
- Increase action selector size (available with right click/long press on action bar or auto-attack)
- Performance optimization (part 2)
- Optimization of GPU usage. Should help stability on Android's device
- Monsters and summons move animations can now be all played at the same time, to increase play speed
- Bug fixes
- Correction on various tooltip
- Fury no longer prevent monster movement
- Summons in the chaos tower no longer benefits from monster boost by floors
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Now with real auto explore! :)
Version 1.02.008
- New Features
- Character sheet can now be increased to full screen height for better readability
- Auto-explore no longer makes you picking up hearts if you are full life
- Auto-explore makes you going to every loot once
- Auto-explore now makes you going to the exit stairs or portal once you have explored everything
- Auto-explore make you rest before exploring
- Auto-explore stops on damage (like traps)
- Balancing
- Heavy armor no longer reduce move speed!
- Warrior's Armor mastery now increases Armor with additional Strength
- Hero now regains 2 points of exhaustion per day (1 in tower of chaos)
- Bug fixes
- Moving to attack no longer make you move away from the target when you have selected a power with a minimum range greater than one
- Auto explore now correctly stops when spotting a monster, even if the monster hide from sight on its turn
- Error log are now more precise
- Correct artifacts bonus on loot
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I've been playing this a bit and I really like it but I keep running into a weird bug where what is displayed on the screen doesn't seem to quite match the actual map; the enemy and player sprites seem slightly off-grid, walls aren't where they appear to be, pickups are actually in the tile next to where they are drawn and so on; such as in this screenshot where I'm fighting the dreaded Tree Bear:
(http://www.vitruality.com/wp-content/uploads/2014/10/1QuestSS2.png)
This seems to happen quite frequently (every other level or so) and it's a bit game-breaking; I've been killed by ranged-attack enemies that could hit me but that the game wouldn't allow me to move next to.
I've also died a couple of times when enemies seem to suddenly get a flurry of five-or-so attacks in a row. I'm not sure if that's a bug or just some sort of slowing effect; if the latter it should probably be made a bit more obvious that that's what is happening.
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Never heard of such a bug. What is your configuration and OS ?
You may try to switch to CPU rendering in the settings. If it works, try to update your graphic drivers ...
About the flurry of hits, some enemies can stun you, which would lead to such situation. a debuff should appear quickly in the effect list, and you can confirm in the combat log
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It appears to be something to do with display scaling in Firefox; if I zoom out and zoom in again then it fixes it, at least temporarily. Unfortunately when playing on Kongregate I have to zoom in because everything is so small. I've switched to the Android version now which doesn't have the same problem, although it does seem to run fairly slowly on my 2nd Gen Nexus 7, which doesn't usually struggle with even quite graphically intensive games.
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For Kongregate you should use the "cinematic mode" (top left of the game)
For the Nexus 7, give a try to the Nexus 10 mode. There is an Air bug, I guess on all big android display, but I failed to find the complete list of impacted device. I have develop the game with the first gen Nexus 7 and it runs smoothly.
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I tried the cinematic mode but it didn't work; I just got a blank white rectangle appearing. Not sure if that's your bug or Kongregate's!
On the game itself, I have some questions:
- I've noticed that the maximum amount of energy I can recharge slowly decreases over time. What action actually causes that? Is it intended as a counterbalance to spamming special abilities?
- The tooltip for the magic stat states that it increases the damage of magical attacks. Does it have an effect on non-damaging magic as well? i.e. will it make summons stronger or the healing spell more potent?
Good game, by the way - I'm enjoying it a lot! The depth in the class system is particularly impressive.
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Some spells, like healing spell, decrease the maximum energy. It's called exhaustion.
You get 2 points back each day (1 in the tower of chaos)
Permanent buff also decrease the maximum energy as long as the buff is active
Magic stats increase hit and damage, so it won't affect summons.
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1Quest has been grenelit !
It is sooooo great :)
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And 1Quest is now released on Steam!
http://store.steampowered.com/app/332710/
It is now in the 1.03.000 version (most modification since last version are around modding), and I now support modding officially! Which means you have no doc (in progress ) but you can ask questions!
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Congrats again! 8)
To what extent do you have hopes in the budding modding capabilities? Robust enough to theoretically allow for Total Conversion projects or just thorough remixing of 1Quest itself? I know some additions and improvements by community folks with Dungeons of Dredmor after they too went the Steam Workshop route ended up being incorporated into future patches/expansions for example for a good time had by all.
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The modding possibility can go really far. I think you can reproduce 80% of DCSS out of the box if you want to (except it won't have the same performances). And the engine can be extended (by me) to raise up to 95+% if I add the right layout generator and some more possibility for targeting. Things like Abyss are to complex for now.
The engine is cut in two. You've got an executable and a lot of xml files (xml files weight more than the engine's code). Modding is on XML files only, so there is no code to do.
You are not bound to use hit points, experience or skills, the engine works at a lower level. Creating monsters, removing monsters, applying action (which can be the use of an item, casting a spell, use a special ability) or effects, modifying values.
For example, in 1Quest, the xml add a value "hitPoints", an event that check when hitPoints are modified, and request the removing of the actor if the hitPoints are negative. And their is a power (divine intervention, a priest ability) that override this behavior so the first time you "die", you are healed instead.
The engine only care about modifying values and removing the actor if requested.
The xml add an event so that when the hero die, the game over screen appears
The aim is to be able to create a totally new roguelike if wanted too. I planned to make my next game (a turn based zelda-like, not a roguelike) on the same engine, with npc, quest and rock to push with the gantlet of strength to access the mountain zone.
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This sounds like a neat, powerful system, which is really nice to see in a released product. Question though: when does performance start to drop, in your average laptop? How many creatures can you simulate at once with reasonable intelligence? (aka something more sophisticated than "if see player attack player") How big are your maps? (as map size can be an indicator of how many creatures can be around)
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My biggest map got 500 ground tiles (not including walls) with about 50 monsters, and it is playable on Nexus 7 (first generation, 2012), but not lightning fast. I have no complains about performances on PC, even if in combat with several monsters you feel the drop in fps.
Behaviors are in XML so you can make them as complex as you want :). I got those performances with fairly basic ones. Some monsters heals their friends, some flee from close combat, but most monsters try to find a way to kill the hero.
Depending on the steam answer, I may port the game to full C++ (now that you can compile for android with visual studio new community edition, free of charge). If I do so, it should be a large boost in performance over actionscript
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What's the difference between the free/paid version? Thanks.
As always,
Minotauros
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No difference, beyond offline version and modding
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I am pleased to announce that the 1Quest Modding Document is finished! You'll find it at http://ratzngodz.fr/wiki.
Be sure to start by the first examples in the "Getting Started Section". It will give you a valuable first experience in editing the xml files of 1Quest.
Modding can make you add/remove/modify spells, monsters, items, interface, levels, even combat rules, magic system or experience system ... about everything. You can even build a entirely new roguelike!
The documentation will continue to evolve as I clarify some part. Feel free to report anything you do not understand so I can focus my effort on those pages, or add new ones.
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Wow, that's some quick work! This project's star is definitely primed to rise in 2015 at this rate. 8)
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Vacations definitely helps to finish things :)
Now time to work on some new content!
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Do you like swamps? Now you want like thme a little more, with the brand new 1Quest content patch!
- New Features
- New Race! Meet the Lizard folks, strong with hard skin but poor armor skills, and natural Water affinity
- New spell: Disease! Beware as the spell spread to additional targets to not be affected
- New spell: Water Dance! A magic-enhanced fighting skill.
- New spell: Clairvoyance! A simple spell to see chests, stairs, altars ...
- New spell: Quicksand! Slow and hurt your enemies at the same time
- New monster: Moskito! merely annoying, until it feeds too much on your blood
- New monster: Swamp drake! Its poison breath can be deadly if you cannot kill him fast
- Adjustments
- Swamp improvements: a lot of wandering smoke clouds should prevents you from being visible from too many enemies at once
- The last race / class you played is now selected by default
- The defeat screen now propose a fast restart for those who seeks only perfection (and saving all the children)
- You can now still see loots, traps, chests and other permanents features while out of sight.
- The last boss now knows a deadly spell which should make the fight harder
- Charm (Enchanter) is no longer usable while you already have someone under Charm
- Bug fixes
- The loot is now chosen based on the skills when the merchant escape rather than at the start of the level.
- SDK modifications (see http://ratzngodz.fr/wiki for details)
- stuffPackages are now packages
- added buildLibrary function
- added sortArray function
- added indexOf function
- CctlEffectLaunchEffect and CctlEffectLaunchAction now can create new attributes in the additional parameters
- CctlEffectLaunchAreaEffect now accept direction for the cone, instead of guessing it
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Congrats on the first, of hopefully many, sizable looking content patches of 2015! 8)
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The more I code, the longer my TODO list is!