Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - eclectocrat

Pages: [1]
1
Hi!

About 15 years ago I started working on a party-based roguelike for iOS. I've just released version 1.61 on iOS and for Chrome browsers at https://www.mysterious-castle.com.

Party-based roguelikes are fairly uncommon, so I had to make a bunch of design choices without much context for best-practices. In the end I really enjoy how it turned out, I hope you do to!

2
Traditional Roguelikes (Turn Based) / ARRP Mysterious Castle 1.12 BETA
« on: September 21, 2013, 07:19:11 PM »
Here is a modest effort to celebrate the 2 year anniversary of Mysterious Castle (and my own birthday!).

WOOP!

[NOTE: If the link doesn't work then it's likely a DropBox limitation. Please try again later]

Mysterious Castle 1.12 ARRP BETA edition for OS X

3
www.mysteriouscastle.com

It's much  better than the last one :)

4
Programming / Unique PC race abilities?
« on: May 21, 2013, 01:40:29 PM »
I make a party based roguelike game and am in the process of adding up to 10 character races. Yesterday I added a cool new race, Dryad, which can shapeshift into a tree and teleport between trees. It is a very non-standard character type, combat is prohibited to a Dryad, so you have to figure out different tactics.

Anyway, this got my noggin thinking, why fiddle with variations of standard attributes? Why not introduce mechanics that are weird? Of course the answer to that is balance, it's so much easier to balance a couple of stat mods; +4 str and -4 int is not hard to figure out. Still, seek and ye shall find, so I am here seeking for new character types with potentially unique abilities. Maybe I'll be able to balance out a few of them. Non humanoids welcome.

Thanks for any advice!

6
Programming / Angband graphical port launchpad
« on: April 08, 2013, 08:18:16 PM »
Hey!

I make the game www.mysteriouscastle.com. It's got a nifty isometric interface with full support for iOS, pinch zoom (next version!), pixel perfect object selection, and some other crap.

Anyway, I'd like to make a version of Angband that runs atop the isometric engine on iOS, it'd be quite fun in my humble opinion. I have looked through the source code and am beginning to understand what the renderer is doing, but I'm just grasping at straws to figure a few details out.

1. Any tips for a graphical port?

2. I remember, and my google search turns up, Iso-Angband, but can't find the source code to see how they did ISO graphics with it.

3. How does one distinguish when rendering a UI element vs a Map element?

If any of those questions seem dumb, they probably are, I just thought I'd get a heads up from some pros.

Thanks!

7
http://youtu.be/k2o4OKPgclY

Check it out!

My tactics-roguelike Mysterious Castle has hit 1.10 and is out now! Control up to 4 characters as they journey through a huge procedurally generated forest filled with caves, castles and dungeons, swamps and more.

Now featuring permadeath!

8
Traditional Roguelikes (Turn Based) / Mysterious Castle, Tactics-Roguelike
« on: February 28, 2012, 01:19:26 PM »
What do you get when you try and cross ZAngband with Final Fantasy Tactics?

www.mysteriouscastle.com



So much has changed since my first release almost a year ago. I'm grateful for all the support of the community. I hope to bring the game more towards it's roguelike roots in the coming months. If anyone has any questions, comments, ideas, criticisms, anything, I'd love to hear them.

9
Traditional Roguelikes (Turn Based) / Mysterious Castle 1.9
« on: February 02, 2012, 06:45:29 AM »
Hey!

I've just released www.MysteriousCastle.com version 1.9, now with dungeons!



It's available for OSX now, Windows version is still at 1.8, but will be updating soon. Here's the changelog:


v1.9

GENERAL:

*   Dungeons! Errr... Mysterious Castles!

*   Treasure chests are now generated in caves as well as in the forest.


INTERFACE:

*   Added a custom cursor.

*   Transfering items further streamlined.

*   Weapons and armor now display basic stats.

*   All stat and skill increasing books now contain information about the
     stat or skill they increase. For instance, reading a book about the
     'sneak' skill will explain how it is used in the game.
   
*   You can now 'read' spellbooks to get detailed info on spell effects.

*   Moved the action bar, which showed how many action points a character
     had, from the bottom left corner, to a status bar hovering over the
     character.
   
*   Character pool size increased to 9.
   

RULES CHANGES:

*   Medium armor gives penalties -1 dex, -1 init, and -1 arcane.

*   Heavy armor gives penalties -2 dex, -2 init, -2 arcane, and -1 move.

*   You can now take a five foot step before making a full round action.

*   Canceled spells no longer waste your turn.

*   Greatly reduced the frequency of certain powerful items.

*   The 'curse' spell no longer stacks.


ADDITIONS:

*   Added a dark guild faction, members include dark monks, warriors,
     trolls, and ogres.
   
*   Enemies can now 'power strike' you.

*   Enemies are now immune to certain types of energy, ie. fire elementals
     don't take damage from fire (duh!).


TECHNICAL/BUGFIXES:

*   Fixed broken "web" immunity.

*   Fixed 'bless party' ability of obelisks.

*   Fixed a bug where sneaking characters loaded from a file used their
     normal light source.
   
*   Fixed light cloning when using autoequip.
   
*   Fixed the impassable fence of doom bug.

*   Several other bugfixes.

10
Hello!

NEW! 1.8 is out for Mac and Windows at www.mysteriouscastle.com Also available for iOS! Tons of changes!

Hi there roguelike fans! I have an announcement and a question. The announcement is for Mysterious Castle Beta 1.3, my graphical party based roguelike. It's a game heavily inspired by Tactics Ogre and the Avernum Series. In this version I've added a randomly generated town, much improved AI, new spell, storyline features, and larger world.

Here's a battle taking place with a party of angry Kobolds.


My question surrounds the often discussed 'what is a roguelike?' It's been asked to death so I'm reframing it as 'what is NOT a roguelike?' I like my game, I think it's a roguelike, but how far can I go before it's no longer in that category?

Right now the features that my game posses that make it a roguelike are few:
-Randomly generated terrain
-Randomly generated/placed monsters/npc's
-Turn based (of course)
-Line of sight/field of vision
-Permadeath
-High challenge level with death being the reward for reckless play
-...?

Is this a roguelike? I don't see too many party based roguelikes out there, I've already blasphemed with the graphics vs ascii and mouse interface bits, so... whatcha think?

PS: Gameplay Video

11
Early Dev / Mysterious Castle
« on: June 22, 2011, 01:26:34 PM »
Hey!

I've developed a graphical roguelike-like with a twist. It's party based! All kinds of tactical fun! If you've got an intel mac then you can try it out now.

www.mysteriouscastle.com

Hope you like it!

Pages: [1]