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Messages - Alex E

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1
Traditional Roguelikes (Turn Based) / Re: With the Watchers (v1.1)
« on: July 15, 2015, 10:06:06 AM »
More download links available after inevitable Desura shutdown.

From IndieDB:
http://www.indiedb.com/games/with-the-watchers

From Christian Millennium (has music download as well):
http://www.christianmillennium.com/further/with_the_watchers.html



2
Traditional Roguelikes (Turn Based) / With the Watchers (v1.1)
« on: June 14, 2015, 02:11:29 AM »
With the Watchers
With the Watchers is a story-driven, turn-based isometric tactics game that delves into philosophy and religion. While not a rogue-like in the strictest sense of the term, permadeath and turn-based actions play large roles in the gameplay.
Advance through dozens of chapters led by a captivating story. Multiple, incredibly varied endings based on your choices throughout the adventure will decide the fate of you, your friends, and even the world.

*Feel the impact of every brutal strike in combat - Target individual body parts, such as the eyes or the upper right arm, and hope your enemies don't get a lucky shot. Bleed, faint, even hold your breath; hit points don't determine death.

*Stab, bash, and throw a variety of weapons ranging from knives, wrenches, and even playing cards.

*Multiple endings force you to make difficult decisions.

*Includes a homemade soundtrack.






Here is a link to a gameplay trailer:
https://www.youtube.com/watch?v=1JD_76n0YgQ

Link to the game's Soundtrack:
https://www.youtube.com/watch?v=vPAKFlqrlRI

Download
(Exe Only)

Desura link: (I don't know how long this will last, considering the parent company's bankruptcy)
http://www.desura.com/games/with-the-watchers

Download Link for TinyUpload:
http://s000.tinyupload.com/?file_id=03664181456104638493

For now, the game is only available as an EXE for Windows.

3
Programming / Re: Deterministic combat too complicated?
« on: March 12, 2013, 03:44:43 AM »
I don't mind complexity as long as the controls are intuitive for it, which can be difficult when making a roguelike because in most cases, they have many keys that do different things.
Just because something is complex doesn't mean it has to be confusing. Whether the game is confusing or not is largely based on the execution!

4
Programming / Re: Comic Action Games
« on: February 02, 2013, 08:05:20 AM »
In short it makes it much more strategic, but still real time.

I've been really into real-time "roguelikes" lately. If you can make a real time shooter feel like a roguelike it could be interesting.

5
Early Dev / Re: Galaxy of Rogues: Spaceship movement
« on: January 18, 2013, 01:06:58 AM »
After trying it, it seems like an original idea for a roguelike. But I think there needs to be another solution to moving other than pressing the space bar every 2 seconds. After playing for a while I can imagine getting annoyed by it. Other than that, the velocity aspect is interesting.

6
Programming / Re: Python + Libtcod Filling Rooms
« on: January 17, 2013, 05:06:56 AM »
If you want to fill in some space, you could try this.. Find a tile somewhere in the space you want to fill and then make every adjacent tile that is not a wall become filled in as well, and so on and so on.

Here's an example

(I assume you want to fill in the room with floor tiles)
(pick a random tile to be a floor tile, which i'll show with *)
####### <- Wall Tiles
#           #
#      *   #
#           #      
#######

(fill in the adjacent tiles of the floor tile and then loop through the level again to fill in the adjacent tiles of the now filled in floor tiles)
#######
#      *   #
#    *** #
#      *   #      
#######

 (and keep filling in the adjacent tiles of the floor tiles)
#######
#    *** #
#  **** #
#    *** #      
#######

#######
#  **** #
#***** #
#  **** #      
#######

 (eventually you'll fill in the entire room)
#######
#***** #
#***** #
#***** #      
#######

7
Other Announcements / Re: 2013 in Roguelikeyness
« on: January 03, 2013, 08:10:55 PM »
I just want to keep working on my own roguelike as well. I don't even know if I'll be making a 7DRL this year unless I finish the roguelike I'm working on at the moment. I can't stand having multiple projects going on at once.

8
Programming / Re: FOV algorithms
« on: December 30, 2012, 11:34:31 PM »

..........
.........@
    ## ##.
         .


or this:


...#
...  
...#
...  
...##
.....
..@..


I'd say this is more of how it should look like, assuming those are walls.


...........
..........@
    ######.
         #.


and this:


...#
...#
...#
...#
...##
.....
..@..


9
Programming / Re: Any programs/tool to convert images into pixel art?
« on: December 16, 2012, 09:43:55 AM »
I don't know of any specific programs, but if you want to "pixelize" something, you could try just opening a program such as paint and resizing the image by half or whatever. That makes it pretty pixelated (although you may need to edit it a bit since it comes out a bit jagged).

10
Programming / Re: New Roguelike MMO in developement
« on: December 11, 2012, 07:22:33 AM »
This looks really interesting! I'm definitely going to be signing up for the beta.

11
Other Announcements / Re: Roguelike of the Year - getting the list sorted
« on: December 05, 2012, 11:18:25 PM »
Begin Rant -
  Goddamn I h8 Diablo III. Ramping the difficulty to absurd levels in order to sell gear on the AH. Drop rates so low, and most things not even being usable by your character, forcing you to the $$$$ auction house. Playing roguelike mode solo and having my character die to lag...LAG...in a single player game...screw you blizzard.

End Rant

  I figure it should be included in the poll. I'll not be voting for it. It's not just a terrible roguelike, it's also a terrible game. I don't think we really need to make qualifying remarks either, but it if we are worried (we should be) that the Diablo III fan base might get wind of the poll and vote it through the roof, perhaps a qualifier would mitigate that.

  I may be biased. I know I am. What ever you do to make DiabloIII do poorly will be alright with me.  :P

I also hated Diablo III, and for the same reasons.

12
Early Dev / Re: Left Field Hotel (Horror Roguelike)
« on: December 05, 2012, 11:12:13 PM »
1. When I pressed "u", it took me a long while before I figured out what to press then to select a flashlight. Expected [enter] or [space].
2. Player is unable to control movement with arrow keys, only numpad arrows seem to work.
3. No 'Look' command or something that would allow to learn what certain objects are.
4. No way to comfortably pick up several items in a row.

This.

And these,

1. - Breaking out of windows, need some kind of z-level warning that your about to jump out of the side of the building x-stories down.
2. - Stairs?  Bugged?  I kept trying to go down the stairs but never got to the bottom.
3. - Health system needs more use. 
4. - I don't really like how you slowly kill yourself when in darkness.  I suggest some other type of negative effect.  (smaller FoV, paranoia, slower movement, etc.) 

Other than that, it looks promising!   ;D  The scary sound effects go with it pretty well. 

Actually, the stairs are meant to go on forever. The only way to escape is to encounter certain things in the world first. Other than that, yes, it has some problems, but I stopped working on this game a while ago and I'm onto new projects :(

13
Early Dev / Re: Hunter RL.
« on: December 05, 2012, 03:55:52 AM »
In the last year's 7DRL, I also made a hunting game named "HunterRL". But it didn't look nearly as good  :P

14
Off-topic (Locked) / Re: Scrolling vs non-Scrolling game
« on: December 01, 2012, 12:56:14 AM »
Dozens? :D

Just a small 80x24 dungeon contains 1920 cells.

But okay, that is dozens - 160 of them!
</nitpick>

I was thinking dozens per row or column, and ended up just writing out dozens. I meant thousands  :P

15
Off-topic (Locked) / Re: Scrolling vs non-Scrolling game
« on: November 30, 2012, 01:57:31 AM »
If your map is large, then scrolling is kind of required, since no one wants to see dozens of tiny little tiles trying to be fit on the screen at once.
If it's small, then I'd say non-scrolling would be best.


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