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Topics - Alex E

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1
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.

2
Programming / Python Versions
« on: October 22, 2012, 12:58:22 AM »
Lately I've been trying to learn how to program in Python, and I've run into a problem.

I've been using Python 3.3.0 (The latest version), but it doesn't support too many libraries yet, such as Pygame. I can switch using versions at any time, but I'm not sure which version to use.

Anyone who knows a bit about Python want to give me some advice? What's the main difference between all these versions? And why are so many people still using v2.7.3 instead of the 3.x versions?

3
Traditional Roguelikes (Turn Based) / 2012 ARRP Roguelikes List
« on: September 16, 2012, 06:03:52 PM »
2012 ARRP Roguelikes with Forum Thread Links in Alphabetical Order

ADOM 1.2.0 Prerelease 3
http://roguetemple.com/forums/index.php?topic=2584.0
Advanced Rogue
http://roguetemple.com/forums/index.php?topic=2676.0
Angband v3.4.0
http://roguetemple.com/forums/index.php?topic=2668.0
Animonstres v0.1
http://roguetemple.com/forums/index.php?topic=2677.0
Chengband v0.0.123
http://roguetemple.com/forums/index.php?topic=2378.0
Cosmic Commando v0.1
http://roguetemple.com/forums/index.php?topic=2680.0
Drakefire Chasm v1.3
http://roguetemple.com/forums/index.php?topic=2683.0
Dweller v1.22.6
http://roguetemple.com/forums/index.php?topic=2199.0
Earl Spork v2.0
http://roguetemple.com/forums/index.php?topic=2693.0
Encircled
http://roguetemple.com/forums/index.php?topic=2689.0
Flylish Island - ToME Content
http://roguetemple.com/forums/index.php?topic=2688.0
Forays into Norrendrin 0.6.3
http://roguetemple.com/forums/index.php?topic=2694.0
Halls of Mist v1.2.1
http://roguetemple.com/forums/index.php?topic=2686.0
Herculeum v0.6
http://roguetemple.com/forums/index.php?topic=2193.0
Infra Arcana v13.0
http://roguetemple.com/forums/index.php?topic=2685.0
Intelligence: The Roguelike v0.0.1 Alpha
http://roguetemple.com/forums/index.php?topic=2682.0
Into the Dungeon++ v0.8
http://roguetemple.com/forums/index.php?topic=2674.0
Lanarts v0r8
http://roguetemple.com/forums/index.php?topic=2470.0
Left Field Hotel
http://roguetemple.com/forums/index.php?topic=2679.0
Miniflake - Alpha 5
http://roguetemple.com/forums/index.php?topic=2545.0
MagmaHack
http://roguetemple.com/forums/index.php?topic=2690.0
Mushroomvania v0.0.1
http://roguetemple.com/forums/index.php?topic=2692.0
Mutant Aliens - Update 4
http://roguetemple.com/forums/index.php?topic=2255.0
Noxico - Alpha v0.1.10
http://roguetemple.com/forums/index.php?topic=2531.0
PWMAngband v1.1.9
http://roguetemple.com/forums/index.php?topic=1976.0
RailRL
http://roguetemple.com/forums/index.php?topic=2678.0
ReallyReallyReallySimpleRoguelike v0.5
http://roguetemple.com/forums/index.php?topic=2672.0
Rogue's Souls v0.7
http://roguetemple.com/forums/index.php?topic=2579.0
@Star Wars 0.4c
http://roguetemple.com/forums/index.php?topic=2587.0
Steam Marines - Open Alpha v0.6.1a
http://roguetemple.com/forums/index.php?topic=2573.0
The Slimy Lichmummy 0.39
http://roguetemple.com/forums/index.php?topic=2684.0
Triangle Wizard - R 15.03
http://roguetemple.com/forums/index.php?topic=2140.0
UnBrogue v1.0.1
http://roguetemple.com/forums/index.php?topic=2671.0
Wayward - Alpha 1.5
http://roguetemple.com/forums/index.php?topic=2044.0
X@COM - R7.2 "Chryssalids in my Backyard"
http://roguetemple.com/forums/index.php?topic=1658.0


Here is the List with Pictures


ADOM 1.2.0 Prerelease 3
http://roguetemple.com/forums/index.php?topic=2584.0




Advanced Rogue
http://roguetemple.com/forums/index.php?topic=2676.0



Angband v3.4.0
http://roguetemple.com/forums/index.php?topic=2668.0




Animonstres v0.1
http://roguetemple.com/forums/index.php?topic=2677.0



Chengband v0.0.123
http://roguetemple.com/forums/index.php?topic=2378.0




Cosmic Commando v0.1
http://roguetemple.com/forums/index.php?topic=2680.0




Drakefire Chasm v1.3
http://roguetemple.com/forums/index.php?topic=2683.0




Earl Spork v2.0
http://roguetemple.com/forums/index.php?topic=2693.0





Encircled
http://roguetemple.com/forums/index.php?topic=2689.0




Dweller v1.22.6
http://roguetemple.com/forums/index.php?topic=2199.0





Flylish Island - ToME Content
http://roguetemple.com/forums/index.php?topic=2688.0




Forays into Norrendrin 0.6.3
http://roguetemple.com/forums/index.php?topic=2694.0






Halls of Mist v1.2.1
http://roguetemple.com/forums/index.php?topic=2686.0




Herculeum v0.6
http://roguetemple.com/forums/index.php?topic=2193.0




Infra Arcana v13.0
http://roguetemple.com/forums/index.php?topic=2685.0




Intelligence: The Roguelike v0.0.1 Alpha
http://roguetemple.com/forums/index.php?topic=2682.0



Into the Dungeon++ v0.8
http://roguetemple.com/forums/index.php?topic=2674.0




Lanarts v0r8
http://roguetemple.com/forums/index.php?topic=2470.0




Left Field Hotel
http://roguetemple.com/forums/index.php?topic=2679.0




Miniflake - Alpha 5
http://roguetemple.com/forums/index.php?topic=2545.0





MagmaHack
http://roguetemple.com/forums/index.php?topic=2690.0




Mushroomvania v0.0.1
http://roguetemple.com/forums/index.php?topic=2692.0




Mutant Aliens - Update 4
http://roguetemple.com/forums/index.php?topic=2255.0




Noxico - Alpha v0.1.10
http://roguetemple.com/forums/index.php?topic=2531.0




PWMAngband v1.1.9
http://roguetemple.com/forums/index.php?topic=1976.0



RailRL
http://roguetemple.com/forums/index.php?topic=2678.0




ReallyReallyReallySimpleRoguelike v0.5
http://roguetemple.com/forums/index.php?topic=2672.0




Rogue's Souls v0.7
http://roguetemple.com/forums/index.php?topic=2579.0




@Star Wars 0.4c
http://roguetemple.com/forums/index.php?topic=2587.0




Steam Marines - Open Alpha v0.6.1a
http://roguetemple.com/forums/index.php?topic=2573.0




The Slimy Lichmummy 0.39
http://roguetemple.com/forums/index.php?topic=2684.0




Triangle Wizard - R 15.03
http://roguetemple.com/forums/index.php?topic=2140.0




UnBrogue v1.0.1
http://roguetemple.com/forums/index.php?topic=2671.0




Wayward - Alpha 1.5
http://roguetemple.com/forums/index.php?topic=2044.0




X@COM - R7.2 "Chryssalids in my Backyard"
http://roguetemple.com/forums/index.php?topic=1658.0



Tell me if I missed any roguelikes. Keep in mind that not all of the roguelikes listed here have pictures. For the ones that don't, It was because the game either didn't work for me, or because I could not download the game.

4
Left Field Hotel

Left Field Hotel is a horror roguelike in which you attempt to escape a Hotel. Throughout the game, you will encounter items and events that will help unravel the story behind yourself.

Gameplay revolves around searching apartment rooms for items, completing certain events, and hiding from monsters. There is absolutely no combat in Left Field Hotel. Instead, you're forced to hide in the dark in order to survive. Staying in the light when you're being followed will result in being found. Keep in mind, however, that staying in the dark for too long will slowly increase your "Guilt" meter as well. Once the guilt meter fills up, you will forcefully begin to hurt yourself. Bandages can help with bleeding if this ever happens, but beware as not to damage any vital organs, or it could be seconds before you die. Certain events and items will permanently increase or decrease your "Guilt" meter. Preforming these events are also required to complete the game.



As you play the game, hints will pop up telling you the controls of the game. At any time, you can press "esc" and disable the hints, and also view the entire control scheme. But be careful, some hints can help you with how to complete certain events.



Here's the download link for the game.
http://www.mediafire.com/?plutet8op9l3t0t
(It's a windows standalone exe. Sorry mac and linux!)

5
Programming / Using Seeds to Generate Levels
« on: August 19, 2012, 03:26:23 AM »
E.g. Minecraft. It uses seeds to generate environments. Using the same seed will create the same environment. How would you translate this into roguelike where you are mainly picking a random point in the level and adding assets there?

I don't want to make any kind of wilderness or cave, since those generate mainly with fractals or algorithms. I'm talking about creating a wall at a random place. Or making a road go 20 tiles north and then go 8 tiles west.

So how would you use seeds to do that?

6
Programming / Multiplayer in Roguelikes
« on: July 24, 2012, 10:05:24 AM »
I don't think I've ever even seen a multiplayer roguelike. And I don't think I'll see one that connects people online anytime soon.

But if a multiplayer roguelike was made, how would the multiplayer work?
I thought about this, and I just can't figure it out. It could be turn based, but then whenever someone moves their character they can't move until the other player does. So if you're trying to move around it would just be awful. I can imagine a lot of waiting. If not turn based, then real time will work, right? Well, everything is in tiles, so you would have to line up your moves just right to get anything done. Controls would have to be simplified, to allow fast commands in the middle of a fight, possibly with other players.

What's everyone elses opinion on multiplayer in roguelikes? Is it even possible to get multiplayer to "work" well with them?


7
Early Dev / Left Field Hotel (Horror Roguelike)
« on: July 03, 2012, 09:45:54 AM »
Introduction

Hey all!


For some time now, I've been creating a new roguelike named "Left Field Hotel".
(Out of Left Field -  An idiom meaning "suddenly; from an unexpected source or direction; not expected or prepared for")

Anyway, the game is a survival horror roguelike set in a hotel. The game currently starts off with you waking up from bed in your hotel room to find that everyone else has disappeared. The hotel is empty...mostly.

I'm removing the download. The game has been completed and no longer needs any kind of testing. I'll continue to fix things up until the ARRL this September.



Gameplay

There is only one enemy right now. This enemy cannot be hurt and you are forced to hide and run from it. If it finds you, it will follow you around and even break down doors over time if they are in the way.

What's Else Is There?

The game includes a fairly complex damage system (at least in my opinion). There are 4 areas of damage. Head, Torso, Arms, and Legs. Each of these categories have many subcategories. Heads have eyes, nose, ears, mouth, forehead, temples, and other parts. Arms and Legs can be severed as well as other features. You are able to hold your breath (and faint if you hold it for too long), become paralyzed, and much more.
There is an option to hurt and/or kill yourself with whatever is in your hands. The most damaging items right now are the Knife and the Hammer.

Unlike usual roguelikes where the player is able to see around them, in Left Field Hotel you are able to see any tile that has light on it. Light is able to combine and become more bright if there are multiple light sources around.

All of the tiles in the game were created by me. The "?" Enemy is inspired from other artwork however. (If you know a bit about SCP's I think you'll guess what it is ;) ).

Things To Add

The world outside the hotel mostly right now. It will mainly be part of the storyline that will make sense once I add certain items and events into the game.
Photo

Here's an example of a lamp lighting the area around it. You can see a balcony and an open window as well as some objects in the room.

8
Programming / Procedurally Generated Building Environments
« on: June 20, 2012, 08:17:44 AM »
I've played a lot of roguelikes, and I've seen a lot of randomly generated environments. I've seen nicely generated dungeons and wilderness, but I don't think that I have played a game that has had an exceptional building generator.

I've played a few roguelikes that create a rectangular outline of a building, and then divide the space inside a few times to create rooms of varying shape. But I just don't think it looks "random" enough.

What's your opinion on randomly generated buildings in roguelikes? How would you go about making them?
Would using predefined tiles be the best way to go about it?

How about the inside of said buildings? Where would the cabinets go? How about the tables? 

I ask this because the current roguelike I am creating takes place in modern time, and I don't think my current procedural building generation is varied or detailed enough  :).

9
Programming / Health and Limbs
« on: June 20, 2012, 08:12:44 AM »
What's your opinion on using limbs and body parts instead of the usual Health bar? In what ways does using the Health bar help the game more so than using limbs and body parts to separate the areas of damage?

I'm trying to make my roguelike have a complex health system, where different areas of damage affect your status and overall preformance, since I believe that it adds a lot more to the game in terms of depth and detail.

Also, when it comes to other enemies, what would affect what body parts they attack when it's their turn to move (and they decide to attack you)? Would you make it totally random as to what body part they would hit?

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