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Topics - roocey

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7DRLs / Lost Valkyrie (7DRL 2015) - Finished
« on: March 14, 2015, 05:04:49 PM »
Lost Valkyrie is my entry to the 7DRL 2015 Challenge.



The key concept of the game is the player's attack range. You can perform lunging attacks (2 tiles) or throw your spear (across the screen!), but you'll have to retrieve it.

Download Lost Valkyrie for Windows: https://www.dropbox.com/s/nxbrfxgvz56drqk/Lost%20Valkyrie.zip?dl=0

My blog post about Lost Valkyrie: http://www.caffeineoverdose.me/2015/03/lost-valkyrie-7drl.html



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7DRLs / AndroidLovesKitty - 2014 7DRL Success!
« on: March 16, 2014, 06:08:13 AM »
Hi,

AndroidLovesKitty is a simple little Roguelike about an android with a pet cat. The cat is abducted by aliens. Being that the player is android, you can't exactly use fisticuffs - that'd be against the code of conduct. Thankfully, a simple loophole allows the android to use explosives to blast aliens away. Those same explosives can also be used to do fun stuff, like jumping around or blowing up walls.

If that sounds interesting you can download the game directly from here: https://dl.dropboxusercontent.com/u/86990308/AndroidLovesKitty%20%5B7DRL%5D.zip (Windows only)

Here's a screenshot of me redesigning part of a level. And walking into walls.


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Traditional Roguelikes (Turn Based) / Dead Man Walking 1.3a (ARRP 2013)
« on: September 21, 2013, 04:40:06 PM »
Hey folks, this is my submission for Annual Roguelike Release Party 2013.

I'm bad at selling myself, so here's a download link, a change log, and a link to my blog:

Download: https://dl.dropboxusercontent.com/u/86990308/Dead%20Man%20Walking.zip

Change log:
Code: [Select]
Brightened up wraiths.
The dungeon is now 10 floors deep (plus special floors!). (Coming soon!)
A certain vampiric lord will now share a taste of his power with you (if you can convince him).
Removed fragments of the Sea from the source code. It was originally going to be a branch but has since been scrapped.
Speaking of code: effects (pools) are now recognized by the effect_flag instead of by glyph. The old way worked, but it had some obvious limitations (the glyphs couldn't be used for anything else).
Tower shields now have the following stats: (-1), [-1, 4]. Basically, the dodge penalty was reduced by one and they gained an accuracy penalty. This should make the decision slightly more interesting.
Added in steel breastplates. These grant +3 Dodge but penalize accuracy by one point.
Cleaned up some of the AI code. A lot of the repetition has been compressed into a while loop.
All weapons modify accuracy now. Most provide a bonus. Rapiers have had their bonus increased from +1 to +2 to compensate for this change.
All of the above changes to accuracy are part of a new design philosophy: players should only really experience regular misses as a consequence of their gear choices or because they are facing a highly elusive opponent (or both).
Standard zombies now move slightly slower than the player.
Added in a couple new enemies, including a new [fairly uncommon] enemy to the first floor.
The duration of a curse is cut in half every time you defeat an enemy now.
New trinket(s).
Mastercrafted weapons now provide an extra point of accuracy in addition to the original damage bonus.
Introduced two new brands.
The Magical Mystery Card has been improved! There are now a handful of ultra-powerful rare cards, including the Scepter. The Scepter has been replaced with the Chalice in the standard (aka not rare) deck.
Combat numbers are now disabled by default. These aren't really super important as combat generally isn't overwhelmingly long and players should be more concerned about their own health than the enemies'. Anyone who is interested in the numbers can turn them on in the options menu (<o>) or go source diving.
Zombies now appear less frequently on later floors. They should still be the most common enemy overall, but the new ratio should present more interesting challenges on a regular basis.
Fixed several UI bugs related to the stat pane. The "stat pane" consists of the (+1, 1) and [+1, 1] on the bottom left.
Layered content. Fair warning: even more spoilers.
Fixed a major bug related to ranged enemies.
Reduced Garjon's annoying factor by 31%.
Added in a whole bunch of useless flavor text.
The talking sword has some new sick beats to drop.
Scrolls, cards, and maps no longer appear throughout the dungeon randomly (all of the "#" items).
You can now collect Mysterious Crates which can be unlocked by using Keys which you get from defeating bosses. Amongst other things, Mysterious Crates drop the aforementioned "#" items in abundance.
Added in new item type: Runes. When used runes will apply their relevant brand to a simple weapon (i.e., one that is not an artifact or branded).
Some items can now stack.
Added in cooler rooms.

Blog: caffeineoverdose.me

4
Traditional Roguelikes (Turn Based) / Dead Man Walking 1.2b
« on: April 05, 2013, 11:57:02 PM »
Hi,

Dead Man Walking started off as a successful 7DRL earlier this year. I've spent the past few weeks working on an improved version that is intended to take the original idea and expand upon it greatly.

The game can only be played by Windows users at this time. Sorry for any inconvenience. If that doesn't stop you:

You can read the update post at my blog: http://www.caffeineoverdose.me/2013/04/dead-man-walking-11-download-changelog.html

Or you can download the game directly from my dropbox: http://dl.dropbox.com/u/86990308/Dead%20Man%20Walking.zip

The primary goal of the new version is to take the 7DRL edition and add in substantial replability and polish without increasing the length of any given session. Games should still be winnable within 10 to 15 minutes, if not slightly less.

I'm always open for game feedback and will keep an eye on this thread, my blog, and my twitter feed. Beyond that, please let me know if you experience any game breaking issues.

Thanks for reading. Peace!

5
Traditional Roguelikes (Turn Based) / 7DRL: Dead Man Walking
« on: March 18, 2013, 05:14:08 PM »
Dead Man Walking is my first successful 7DRL. The core game concept is managing two separate health pools: hit points and willpower. Hit points can be restored through a variety of means, while willpower cannot be regained under any circumstances. Losing all of your willpower results in an untimely loss.

The game was built in a coffebreak format and should not take more than 10 to 20 minutes to complete. It is also meant to be relatively easy to get into (compared to @Star Wars) and features tier-less weapons, straightforward damage, and simple but potentially deadly enemies. Last but not least, I spent a fair amount of time working on bosses and they should present interesting challenges.

You can download the game (windows only) and also read a more in-depth postmortem on my blog: http://www.caffeineoverdose.me/2013/03/dead-man-walking-7drl-release-download.html

As previously mentioned, Dead Man Walking is a successful 7DRL and I'll leave the 7DRL version up for the foreseeable future on my blog. However, I'm planning on working on it some more, both in terms of horizontal content and vertical content (i.e., new content without increasing the length of the game and possibly some new floors as well). Beyond that, I have immediate plans to release a balance & polish patch later this week.

Technical details: the game was built off of the @Star Wars 0.7a trunk source and is, subsequently, written with Python 2.7 and the Doryen Library (libtcod).

6
Early Dev / @Star Wars
« on: September 19, 2012, 07:04:25 PM »
Hi everybody,

I've been slowly working on a little Roguelike simply named "@Star Wars". I have a lot of developmental momentum right now (largely thanks to ARRP!) and I'm planning on releasing a new build this weekend. A few notes to prevent any misconceptions:

The game is far from finished (though that might have been obvious, considering where the thread is located);
You cannot win yet (if you can make it to Floor 8 or so, you've effectively beaten the game for now);

All forms of feedback would be useful at this stage. I'm open to suggestions for species, backgrounds, traits, enemies, colors, symbols, etc. I'd also really appreciate some feedback on how the game feels: what feels bad, what feels good, what feels too strong, what feels too weak, etc. Furthermore, information about "oddities", crashes, and wins/losses would be very welcome.

You can download the latest version from my blog post or directly:

Blog: http://www.caffeineoverdose.me/2012/12/06a-release-changelog.html
Direct: http://dl.dropbox.com/u/86990308/%40Star%20Wars.zip
Trunk: http://dl.dropbox.com/u/86990308/%40Star%20Wars%20%5Btrunk%5D.zip

You can get in contact with me here, on twitter (twitter.com/roocey), on my blog (leave a comment), or by e-mailing me (roocey at gmail dot com).

Please note that @Star Wars is only available on Windows currently. Sorry for any inconvenience.  :'(

EDIT: The main page of my blog will now always have two separate download links in the top right gadget (conveniently labeled "Downloads"). The stable version is currently 0.6a.

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