Temple of The Roguelike Forums

Announcements => Traditional Roguelikes (Turn Based) => Topic started by: JaryJurax on September 26, 2024, 06:09:42 PM

Title: ROGUE-FP
Post by: JaryJurax on September 26, 2024, 06:09:42 PM
ROGUE-FP is a first person roguelike inspired by Rogue/Brogue.
And yes the game does wait for you to take your turn. There is nothing stopping you from making a cup of tea while you're surrounded by monsters.
Gameplay:
    ROGUE-FP has 2 modes: Classic Mode and Standard Mode.

    The Classic Mode is a faithful Rogue-clone based off of version 5.4.4 of Rogue. The source of which you can find on Github. All of its mechanics were painstakingly recreated and adapted to ROGUE-FP's perspective and controls. Players who have played the original Rogue may be interested to see how the mechanics feel in first person and players who haven't played it before may be tempted to try playing the original after getting ahold of its simple yet engaging gameplay.
   
    The Standard Mode has taken the above and overhauled it to be it's own roguelike influenced by Brogue.
    Changes compared to classic mode as of version 3.0 include but are not limited to:
    More features are added in every new version
   
Turn System and Movement:
        ROGUE-FP's turns revolve around .4 second intervals. Whenever you perform and action(attack, equip armor, zap a wand, etc) you must wait .4 seconds. The same applies to monsters. If you are not moving or performing an action then time stands still. Movement only uses up the time you choose to move for.
        However, the time it takes to move from the center of one tile to the next is also .4 seconds. That includes diagonally as well. Both the player and monsters move slightly faster when moving in non cardinal directions to make sure things stay non-euclidian. The players' reach also extends slightly to ensure diagonally placed monsters can be attacked.
   
Other Features:
   
Version 3.0 was released on September 30 2024 on Steam and the game along with the update on gog.com on the same day.
Title: Re: ROGUE-FP
Post by: JaryJurax on November 21, 2024, 11:37:37 PM
ROGUE-FP got updated to version 3.1 a few days ago. The key features added were flammable grass, the gold pile, and the control option improvements.

NEW IN THIS UPDATE

CHANGED IN THIS UPDATE

FIXED IN THIS UPDATE

The gold pile is a fun way to see how much gold you accumulated throughout all of your runs. You get to see all of your gold fall from above into a big pile while music plays. There's no meta-progression or anything tied to it though. I just thought it would be a nice reward for players that have put a decent number of hours into the game. There is also a small ascii version of this sequence on the death screen after a run.
This feature currently only works if you are playing online as that gold total is kept on either Steams servers or gog's. And in the case of gog only if you are running Windows since gog Galaxy doesn't support linux yet.
However in the future I will add an offline tracker as well for the folks that prefer to play offline.
Why bother tracking the gold total online in the first place? On Steam if you track stats through them you are able to see a global total for all players. So that was the main reason.
Title: Re: ROGUE-FP
Post by: JaryJurax on February 11, 2025, 08:36:40 PM
Version 3.3

NEW IN THIS UPDATE


CHANGED IN THIS UPDATE

ADDED BACK IN THIS UPDATE:

FIXED IN THIS UPDATE

REMOVED IN THIS UPDATE:

This update is mostly about upping the presentation of the game a bit. I took a few week break after Christmas so there's not as much here as I would like but I figured it was about time for an update.

But there is one gameplay improvement here though. The player and monsters now slide on ice when waiting. Which means if you're in a fight with a monster both of you will slide around after you attack each other, so watch out if you're fighting on ice around pits! Also you will be pushed back when you are hit and when you land hits so be careful.
Title: Re: ROGUE-FP
Post by: JaryJurax on March 20, 2025, 11:22:18 PM
Version 3.4
NEW IN THIS UPDATE:

CHANGED IN THIS UPDATE:

FIXED IN THIS UPDATE:


Here's a small update for everyone. I got more than a few requests for a wait command so I finally put one in. It's a bit of a hack since for the most part it just cranks up the engine speed but it should do for now if you just want to get a some hp back. Also, if you wait near a fire you'll heal a little faster so bonfires aren't just for decoration anymore.
The new trap took a decent bit of work to get in. Godot 3's physics engine didn't really want to cooperate with me but I got it working consistently enough I think. A falling tile does quite a bit of damage and so this trap shouldn't show up too often.

3.4.1 is out now as well so I'm going to start on 3.5. I'm going to to start putting in some "machines" as Brian Walker called them in Brogue. Semi-elaborate traps or room setups that involve the layout of the dungeon to put it simply.
Title: Re: ROGUE-FP
Post by: RoseBL on April 01, 2025, 07:50:25 AM
Version 3.4
NEW IN THIS UPDATE:
  • New Trap -roof collapse
  • Wait Command -activate by holding the search key Q
  • Added a tutorial popup for waiting/healing
  • Added a hanging chains sprite that replaces the hanging vines
  • While you're near a bonfire your natural regen is increased
  • Small chime is emitted when fast forward is toggled
  • Sound effect is emitted when your hunger bar is very low

CHANGED IN THIS UPDATE:
  • The phantom can now hover over pits. -it still cannot fly over walls
  • Player can no longer shove loose tiles around like they're made of cardboard
  • Falling tiles hurt the player
  • Highlighted important parts of tutorial text and corrected small typos

FIXED IN THIS UPDATE:
  • Bolts from wands of fire/cold/elec couldn't bounce off of floors properly
  • A bug that caused new collision shapes to be put down inefficiently if a wall was blown up
  • Rings of regeneration weren't kicking in until you hit level 8
  • Some weapons that spawned with an empty enchantment were given very plain names with a typo to boot -Reported by jej on steam/gog


Here's a small update for everyone. I got more than a few requests for a wait command so I finally put one in. It's a bit of a hack since for the most part it just cranks up the engine speed but it should do for now if you just want to get a some hp back. Also, if you wait near a fire you'll heal a little faster so bonfires aren't just for decoration anymore.
The new trap took a decent bit of work to get in. Godot 3's physics engine didn't really want to cooperate with me but I got it working consistently enough I think. A falling tile does quite a bit of damage and so this trap shouldn't show up too often.

3.4.1 is out now as well so I'm going to start on 3.5. I'm going to to start putting in some "machines" as Brian Walker called them in Brogue. Semi-elaborate traps or room setups that involve the layout of the dungeon to put it simply.
How do the new changes in version 3.4, particularly the addition of the "Wait Command" and the "Roof Collapse" trap, impact gameplay strategy and exploration in the dungeon?