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Messages - citizenarcane

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1
Updated to .32a -- moved several more items into the playable version

Windows .exe: https://docs.google.com/file/d/0B8qPcoe-k0TkanJnMW9uUEdicEU/edit?usp=sharing

2
More... undecided than deliberate. The monster's AI is fairly basic right now and will definitely be getting some more attention down the line. It'll be kind of hard to find the sweet spot: I want him to be more powerful than the player so that the tension remains strong, but not so much that the game is un-fun. But I'll almost certainly restrict him to orthogonal movement.

3
Early Dev / Purge - survival horror roguelike in developement
« on: October 02, 2013, 07:46:06 PM »
I posted this over in the Announcements thread, but it seems just as relevant here, so please forgive the redundancy.

Quote
PURGE is a survival horror roguelike built in python using libtcod (it started out based on Jotaf's roguebasin tutorial). It's my first real go at a full roguelike, but it has come a long way. It's been in development off and on for months but is finally in a state where I'd like to send it out into the wild and get some feedback.

In Purge you are the last surviving member of a team of explorers who are investigating a mysterious rift that opens suddenly in the ground in the middle of nowhere. Exploring the rift reveals that it's no simple cave. In fact, it may not even be on Earth at all.

Your job is to initiate the last-ditch contingency plan to close the rift and prevent anything from the other side from makings it's way to Earth. To that end, you have to survive, collect components of a nuclear device carried by other members of the (deceased) science team, and plant the device in the deepest levels of the rift.

Just make sure The Beast doesn't get you.

What began as a more traditional dungeon crawl evolved away from combat and leveling into a more focused horror experience -- it's just weak little you and The Beast. The goal is not to fight, it's to run and survive.

Anyway, there's still quite a lot of work to be done -- namely there's no real difficulty curve. All of the levels are generated in exactly the same way right now, which I intend to change. Also none of the narrative elements have been implemented yet. Tilesets and sounds are also likely additions down the line.

Let me know what you think. Thanks!

SCREENSHOTS:
http://imgur.com/a/9g0DS

DOWNLOADS:

Windows .exe (version .32a): https://docs.google.com/file/d/0B8qPcoe-k0TkanJnMW9uUEdicEU/edit?usp=sharing

Github: https://github.com/nrberens/Purge
(building requires Python 2.7)

RGRD thread: https://groups.google.com/forum/#!topic/rec.games.roguelike.development/uG1hHdgUw7s

EDIT: Updated to .31a
EDIT: .32a

4
Oops! Had the attacks disabled for debugging. Fixed! Check the top post for an updated link.

I also added some lighting falloff effects.

5
PURGE is a survival horror roguelike built in python using libtcod (it started out based on Jotaf's roguebasin tutorial). It's my first real go at a full roguelike, but it has come a long way. It's been in development off and on for months but is finally in a state where I'd like to send it out into the wild and get some feedback.

In Purge you are the last surviving member of a team of explorers who are investigating a mysterious rift that opens suddenly in the ground in the middle of nowhere. Exploring the rift reveals that it's no simple cave. In fact, it may not even be on Earth at all.

Your job is to initiate the last-ditch contingency plan to close the rift and prevent anything from the other side from makings it's way to Earth. To that end, you have to survive, collect components of a nuclear device carried by other members of the (deceased) science team, and plant the device in the deepest levels of the rift.

Just make sure The Beast doesn't get you.

What began as a more traditional dungeon crawl evolved away from combat and leveling into a more focused horror experience -- it's just weak little you and The Beast. The goal is not to fight, it's to run and survive.

Anyway, there's still quite a lot of work to be done -- namely there's no real difficulty curve. All of the levels are generated in exactly the same way right now, which I intend to change. Also none of the narrative elements have been implemented yet. Tilesets and sounds are also likely additions down the line.

Let me know what you think. Thanks!

SCREENSHOTS:
http://imgur.com/a/9g0DS

DOWNLOADS:

Windows .exe (version .32a): https://docs.google.com/file/d/0B8qPcoe-k0TkanJnMW9uUEdicEU/edit?usp=sharing

Github: https://github.com/nrberens/Purge
(building requires Python 2.7)

RGRD thread: https://groups.google.com/forum/#!topic/rec.games.roguelike.development/uG1hHdgUw7s

EDIT: Updated to .31a
EDIT: .32a

Pages: [1]