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Messages - mongrol

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Traditional Roguelikes (Turn Based) / Re: Traction Edge (Now at v0.3)
« on: March 24, 2012, 11:24:04 AM »
Heh, thanks for that. I was just getting around to putting an announcement on here today. v0.4 should have a linux binary now it's getting into better shape.

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Other Announcements / Re: List of Party Based, + Turn Based Roguelikes?
« on: February 15, 2012, 02:49:02 AM »

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Traditional Roguelikes (Turn Based) / Re: ARRP 2010: Traction Edge v0.1
« on: September 27, 2010, 10:51:17 PM »
Hmm, thanks for the heads up. I had noticed it didn't play nice with switching but I've ignored it so far. So many things to do. TE is stuck on SFML1.6 until someone decides to assist Laurent with the SFML 2.0 port to OSX. 1.6 is frozen so any successful pleading will result in changes to 2.0 which is no use to me. I guess what will happen is I'll end up moving the whole thing to SDL instead and perhaps I'll do a constant draw until then.

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Traditional Roguelikes (Turn Based) / ARRP 2010: Traction Edge v0.1
« on: September 21, 2010, 12:57:21 AM »
Hi folks,
This my first proper release of Traction Edge (ignoring my walking @
last year called EnemyX). It's a JaggedAlliance/XCom type game with RL
qualities and envisioned to be Steampunk. We have Victorian policemen
vs Clockwork Machinations. This is the only C++ program I've ever
written and has taken 18 months and some quality refactoring hell to
get to this point. The ARRP certainly gave me a boost over the last 2
weeks and I now have a fairly stable base for getting "more game" and
"less engine".

http://code.google.com/p/tractionedge/

What you get;

Source(linux) and OSX build.
Turn based gameplay with Action Points per turn (alah Time Units)
2-4 member squad teams
Destructable terrain
Victorian Steampunk setting
3 static maps with the first chapters of a planned story arc
Basic shoot and run AI (if you come back and say it beat you I will
laugh)
Practically no game balancing whatsoever
SFML based, rescalable on the fly, 16x16 graphical tiles.

What you might get;

16-20 static levels with full story arc
Procedural maps and random encounters
Procedural tech tree
Better AI
Z-levels (dungeon diving)
Windows port
Replace MRPAS with something strict.

Known Bugs

Sometimes a shot will go wild and causing a segfault and instant
warming of refrigerated beer in a 100metre radius.
Asymmetric FOV.

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