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Traditional Roguelikes (Turn Based) / Re: ROGUE-FP
« on: April 01, 2025, 07:50:25 AM »Version 3.4How 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?
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.