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Topics - getter77

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OnlyLuck Interactive is pleased to announce that Dungeons of Desolation has been submitted and approved to Xbox Live Indie Games.  The release date has been set for Friday October 26th, 2012 selling for 80 Microsoft Points (roughly $1 CND/USD).

Dungeons of Desolation is a dungeon crawling RPG that draws from roguelikes with randomly generated levels, items descriptions changing with every new game, over 100 items, over 80 monsters and four different skill trees with dozens of different skills.

What is the plot?

Many years ago in the middle of town of “Desolation” a mysterious stairway was discovered that leads down to a huge labyrinth.  Since then adventures from across the Seven Kingdoms have come to seek fame and fortune by braving the dangerous dungeons beneath Desolation.  None have ever reached the bottom and returned to tell of it.  Some say that there is no bottom, that the dungeons goes on forever and you would eventually go mad if you could survive long enough to keep descending.

It is said that the no two adventures arrive at the same place when the travel down the stairs in Desolation, making it impossible to make a map of the dungeons.  The few that have made it out alive from the depths have returned with untold riches and artifacts.  You an inexperienced adventurer have come to Desolation with a little coin and big dreams.  How will you fare in the “Dungeons of Desolation”?

How many players does it support?

As of right now it is just a single player game.  I really like the turn based system as it allows for very strategic gameplay.  If you get in a tough spot you can sift through your inventory/skills looking for a something might help you out.  However, this is might change as I think multiplayer would be really good and I have couple ideas how do it without making the players wait on each other for constantly.

How many classes are in "Dungeons of Desolation"?

None!  You create your character by selecting skills/spells from four different skill trees.  The trees are:

    Combat - Physical combat skills and abilities
    Black Magic - Offensive spells
    White Magic - Defense spells
    Grey Magic - Utility spells

How many skills/spells are there?

As of right now there are around 97 skills/spells that the player can choose from as they level up there character.   Skills come in three different categories: passive, active and sustained.  Passive skills increase stats or the effect of a skill.  Active skills are ones that require Concenration Points (CP) to use and will take a turn.  Sustain skills are buffs that use up a portion of the player's maximum CP to increase stats or provide effects.

How many items are there?

As of right now there are 154 items in the game each with their own art work.  That includes weapons, armor, potions and scrolls.  However, since the weapons and armor can have dozens of different enchants on them it increases the number of unique items that can be found.

What platforms is it going to be released for?

Initially Dungeons of Desolation is going to be released on Xbox Live Indie Games.  Afterwards I will be releasing for Windows PC (distribution method not set as of yet).  If the reception is good on Xbox/PC I will look into porting it to iPad/Android as the touch interface would work well with it.

What is the estimated release date?

Dungeons of Desolation is currently in beta, so if everything stays on track I hope to release in August 2012 for Xbox.  Then October for PC.

How much is it going to cost?

As of right now I am planning to release for 80 MSP on XBLIG, but that is subject to change (depending on the awesomeness of the game).   PC will be roughly the same.

How many people worked on creating it?

Just one:  Paul Donald did all the game design, art, programming, music and sound effects.

Trailer there onsite as well, interesting to see some skill trees afoot and whatnot and hopefully the PC version makes it in fine form when it does. 

Care of the ever handy  :  Win/Linux $4.99

Battlepaths is an addictive 2D-RPG featuring neat monster hacking, an excellent loot system, and great variety in character development. Learn skills, use powerfull potions, and hunt down the Chaos Overlord.

Battlepaths offers a sophisticated drop system that generates countless different items along with more than 50 unique items. The character customization allows you to create a unique hero with its own strengths and weaknesses. You can build a heavy, damage dealing tank, a deadly ninja that utilizes high speed and agility to attack his victims from out of nowhere, a true master of mind who crushes his foes with powerful combinations of special abilities, or something in between.

You can choose to play in different realms that each have their own landscape and their own set of creatures. The many superior items you will find can be exchanged between different characters, one of which will eventually become the first powerful enough to face the Chaos Overlord.

Prepare yourself for Battlepaths!

Key Features

    Loot (so much loot...)
    Highly customizable character development
    Turn-Based, strategic combat
        summon creatures to fight on your side
        subtle use of special skills and powerful potions required
        fast paced hacking in easier battles
        challenging boss fights
    Roguelike gameplay, simple and absorbing
    Three big realms to explore, plus an additional challenge realm
    25+ hours of gameplay
    High replay value
    Unique graphics
    Unique soundtrack
    Over 50 unique items   Trailer

Currently trying for Greenlight and available on Gamersgate DRM-free for  $2.99....has been out on the xbox 360 for the past little while it seems.


Because strange things happen apparently, also take note that this is FLEX FUNDING----so whatever is pledged gets sent even if the goal sadly doesn't get met!  Seeking $60K with 27 days remaining.   Yes, this is Kerberos doings this officially.

Tell Me More About...THE PIT!

Sword of the Stars: The Pit is a fun, fast, light-hearted action RPG, in the tradition of Rogue and other old school dungeon-diving games.

We've been working on it for a few months, and the game is presently at the Alpha phase. The goal of this campaign is to push the game forward to its Beta state.

With your support, we'd like to make this game our first self-published title.

What Is The Pit?

The Pit is short for The Pit of the Bloodweaver. In this game, you play a brave Human soldier exploring a multi-level underground lab facility. The place was built and abandoned years ago by the Bloodweaver, an alien super-genius with delusions of godhood. He was the ultimate mad scientist, and The Pit was his favorite box of tinker toys.

As you break through locked doors, open storage containers, dodge traps and evade security systems, you'll also have to contend a variety of crazy foes. The Pit is full of the mutants, monsters and minions that the enemy left behind.

They're hungry, and you look like lunch.

Why Make This Game?

The Pit came out of our love of dungeon-diving and retro-style games. Rogue-Alikes are the low hanging fruit of the “small game” market at the moment, but any genre can be made new and fun if you give it the right spin.

The Pit will take the usual Kerberos approach to the classics: we'll pay tribute to the great games of the past, without actually cloning them.  Instead, we want to reimagine the Good Old Days through the lens of modern gameplay.

With The Pit, we'll deliver retro graphics, but give you the levelling, ammo, crafting and skills of a true dungeon dive. And of course, we set the action in our favourite playground, the SotSVerse!

And so The Pit is born.

The Pit is currently in Alpha stage and is scheduled for its Beta release in November of 2012. The finished game should be available for download in early 2013. Feature list on release will include:

    -3 Characters to choose from…Marine, Pilot and Engineer!Marines Keep In Shape
    -Go up levels and improve your skills as you try and find a way to survive the depths.
    -30 Levels of ancient evil science between you and the cure!Oh noes Proteans!
    -Dozens of enemies drawn from the SotSverse!
    -Over 30 weapons and armors with a variety of special effects including flamethrowers, rocket launchers, plasma cannons and powered Brawler armor!
    -Randomized augmentation effects to make each game unique.
    -Crafting lets you make special items from bits and pieces of your enemies.
    -Over 60 items to discover, ranging from the familiar to the ancient exotic tech.
    -Dozens of room types containing a host of exotic devices to help and hinder the player.
    -Many fiendish ways to die including poisoning, disease, traps, radiation, starvation and of course…MONSTERS.

I'd say it looks promising!   8)

Traditional Roguelikes (Turn Based) / BOSS (now at v2.5)
« on: October 16, 2012, 04:48:09 PM »

"If Moria was meant to be easy, it would be called BOSS." - from

Just what *is* BOSS anyway?

    If you've played Moria in any of its incarnations, then BOSS will seem inherently familiar to you.
    BOSS is what you get when you take Moria, modernize it (magic becomes science, monsters become more
    realistic beasts, items get updated, etc.), add a lot of new features (different dungeon types,
    monsters, lots of new items, multiple towns, etc.) and give it a twisted sense of humor.

    BOSS is also easier than moria.  You're all familiar with people posting to things
    like "I *finally* won!!!" and "five years and only one winner so far." The idea behind BOSS is to
    make it the sort of game you can win in a weekend, instead of in a few weeks. I know BOSS is less
    serious than Moria, hopefully it's as much or more fun.

Linux/Windows Binaries + Source

 - Introduced FOV.  This should make exploring much more fun.

Very nice to see this rise up once again!   8)

Perhaps the greatest of FreeBasic Roguelike goodness,  though incredibly damned difficult:   The initial, polished release:

Deep Deadly Dungeons is an excellent rogue-like game where you explore random dungeons battling evil creatures and building up your character as you gain experience.

The game offers many hours of play time with 25 huge levels to explore, countless items to find and use, and equally many creatures to battle. Solid and well executed graphics, very good sound effects, and if I’m not mistaked, non-original but well picked music.

The ASCII edition with the sound and music removed:

The Isometric view edition:

Finally, a guy that really enjoyed the game just released a mod edition for it:


MyDDDungeonsGL is a free 3D openGL version of Deep Death Dungeons, Search for The Crown of alegare (free open source freebasic roguelike game) i have made from a game by  Richard Clark.

Added : 16->32 pixels sprites, window resized, animations, joystick,switchable 3D openGL view + textures

A grand follow-up project is in the works by the original developer on the mega-scale ala ADOM I/II and such, with a test version arriving at some point in the future as time allows----The Crown of Alegare.

So yeah, spiffy stuff here, especially surprising to see that mod crop up.   8)


Voyage to Farland is a fantasy roguelike, but deviates from standard fantasy themes into the quirky. Some features are:

    An introductory dungeon with items pre-identified
    A puzzle dungeon
    Two bonus dungeons unlocked after certain events (The Path of No Return: more hardcore dungeon with herbs, scrolls, pouches and beads un-identified from the start, and The Vial Trial: a specialty dungeon strewn with plenty of Empty Vials for capturing monsters and morphing into them to utilize their special attacks and abilities)
    A full (if unconventional) soundtrack
    A Creature Menagerie for viewing all the monsters you've vanquished, NPCs you've met
    Three NPCs you can recruit to fight alongside you
    A menu-based inventory system for using items
    Game save/restore, including an Auto-save feature for OS interruptions (phone calls, etc.)
    Touch screen support

Voyage to Farland is reported to work on most recent Android devices with a fairly powerful CPU. Tested on Nexus One, Droid, Droid X, Incredible, Galaxy Tab, Kindle Fire, ASUS Transformer Prime with ICS.

You're a homeless wanderer searching for your long lost sister. But to find her you must first prove your resolve in a quest through the unforgiving Iya Gorge to find an evil witch that kidnapped children from the village.

To succeed, you'll have to overcome pesky catapult driving felines, long-dead vampires, creepy mask wearing heads and other strange monsters with even stranger powers. Along the way you'll meet creatures that will help you fight, including a wise-cracking owl and a mysterious outcast "monster". You'll need all the weapons at your disposal: healing herbs, powerful shields and blades, magical beads and pouches and a curious cursed vial you'll use to capture a monster's soul and become the monster, making use of its special powers.

With each defeat, your hero will have to start all over. But you, the player, will become more cunning and get a bit further in your quest.

Defeat the Spirit Witch and the Path of No Return will open, leading to ancient ruins and a haunted castle beyond....

How far can you get in Voyage to Farland?

At long last, the greatest love letter to the Shiren the Wanderer series, which in turn was much the same to Nethack, though with unique bits all to itself----has arrived on PC from the land of mobiles and is getting there towards being a fully wrought port as things get smoothed out and the visuals get adapted for the big screen.

I'm sure the dev would like lots of feedback in general as he gets everything situated though, so have at it folks!   8)


Dungeon Crawl Stone Soup 0.11: “Arachnophobia” has been released! We proudly present the new Spider Nest branch. It is five levels deep, contains the gossamer rune of Zot, joins the Lair branch roulette, and is filled to the brim with spiders. And they are scary indeed: large groups of fast hard-hitting enemies in a fairly open layout that is riddled with webs. The melee spiders are backed up by slow but powerful orb spiders that try to keep their distance while weaving orbs of destruction. Almost all spiders were rebalanced to fit into a Lair branch, so they are generally much more powerful than before.

You can get 0.11 at our Downloads page, or see the How to play Online page for a list of available servers. There will be an official tournament to celebrate this release, but we’re waiting for the new CAO server before setting a date. As soon as more information is available a new announcement will be made.

One change that may cause problems for upgrading users, especially online players, is a slight change in the way the options file works: the default options file now consists only of commented out lines. If you modified your config and are reusing it for 0.11, which is done by default on the servers, you should comment out or delete all lines that you did not change from the default. This will ensure that you are not using any default values from older versions. You may also need to update your config to use the new syntax for various list options (such as message colours or travel stoppers), by ensuring you use “option += value” to append to the list instead of “option = value” (as in the future this will replace the list entirely instead of appending to it). Using the old syntax will cause an ingame message to be displayed, to remind players that the options format has changed. See the List Options section of the options guide for full details.

Some of 0.11′s major changes include:

    Places: With the addition of the Spider Nest, the Lair will now contain one of Swamp/Shoals and one of Snake/Spider. The Swamp has an improved layout with more compact levels. The Elven Halls are shortened to three floors. As always, there are many new vaults, including new branch endings and full-level vaults. The frequency of vaults has also been slightly increased. Upon escaping from the Abyss, you now land back where you came from, but with a few turns’ banishment immunity. A new Sprint map has been added: Ziggurat Sprint by st squeezes an entire Ziggurat into one floor, and contains appropriately ridiculous amounts of loot and monsters.
    Monsters: Fannar, an elven ice mage, and Arachne, a poisonous half-spider, join the ranks of Crawl’s unique monsters. The omniresistant Hell Sentinels replace Pit Fiends. Boulder beetles can now curl up and roll at you for heavy damage. Mimics can now constrict their foes, although early mimics are much weaker: their constriction does no damage, and they don’t resist elemental attacks. Monster constriction formulae have been changed to make it much easier to escape, but blink counts as two escape attempts now instead of always letting you get out. Equipment-using monsters can now wear rings and amulets and benefit from most of their effects.
    Items: Ammo enchantment has been removed, which greatly simplifies inventory management for those who use ranged weaponry. Weapon skill now fills the role of ammo enchantment, instead. You can now abort changing your armour instead of slowly getting nibbled to death by a rat while putting on your shiny new crystal plate armour. Most fixed artefacts now start out identified. Weapons are identified by having a certain amount of the corresponding skill instead of by whacking plants with them. Rods of smiting are replaced with lightning rods that let you shoot cones of lightning. You can adjust the width of the cone to either do heavy damage to single targets or quickly clear out hordes of popcorn.
    Gods: Okawaru now gives almost no piety for killing and sacrificing weak enemies, but gives much more for winning difficult fights. Nemelex worshippers can now earn the ability to use the top four cards in a deck at once, replacing the old “Mark Four” ability. Nemelex also gifts fewer decks of summoning, and various cards have been adjusted. Kikubaaqudgha gifts randomised necromancy spellbooks instead of the fixed ones. Xom now usually times his pranks to coincide with interesting situations.
    Interface: Several new options were added, including automatically dropping old chunks when burdened, and sacrificing corpses before autoexploring. The spell targeting interface has been greatly improved, showing the affected area for AoE spells and beam paths for bouncing lightning bolts. The ‘\’ known items menu lets you adjust your autopickup options while you play. The HUD now displays current gold and game time, so you can see in brackets how long your last action took. Local versions now include a scrollable highscore list that lets you easily open the morgue files of your most successful dead or victorious characters.
    Tiles: As always there are many beautiful new tiles for the dungeon, its inhabitants, and many items. These include special tall tiles for the unique lords of Pandemonium and the Hells, and a huge amount of new weapon tiles, including tiles for the different racial weapon variations.

There are a lot more changes, and as always the changelog lists all major ones. Many thanks to galefury for writing most of this post, and to all the contributors to Stone Soup. Have fun playing DCSS 0.11! Beware of the spiders!

Traditional Roguelikes (Turn Based) / Enter Thy Name (now at v1.0)
« on: October 02, 2012, 12:32:43 PM »

Shall history remember you as a maker of peace or a bringer of war?

Fight through 21 procedurally generated floors of a monster infested cavern in this succinct roguelike dungeon-crawler. Engage or avoid rats, kobolds, worms, demons, and dragons (yes, even dragons!) as you attempt to settle a bitter 1,000 year conflict between the humans of the sunworld and the monsters below.

Choose each action carefully

Guard your weaknesses and exploit your foes'. Pick from dozens of items to balance and maintain your seven stats; if any drops to zero, you're toast! And that’s that, by the way. No second chances. Permadeath. Seek ever more powerful weapons, armor, and devices by defeating enemies in combat or through any of the friendly vendors that have established themselves in this subterranean nightmare realm. Placate your foes through sacrifice or overpower them in war on your way to the 21st floor; the whispered lair of the legendary Boss Dragon.

Help support our games by paying what you want. Pay a suggested amount below to receive the rewards.

Has a full/free version available.  Windows for now with Mac coming soon:

$1.99:  Game, soundtrack, custom-made font
$9.99:  Same as above plus a full-color 16 page manual they will mail to you.

Sample screens and such onsite----looks nifty if very 8-bit-ish.

Traditional Roguelikes (Turn Based) / Probability 0 (Now at v1.0)
« on: October 01, 2012, 09:05:27 PM »


$5 standalone or $10 in a author-bundle

Demo available.

Probability 0 is an infinite descent into the abyss. It is a procedurally generated arcade game that will never stop fighting back.

The pit is teeming with creatures of the deep; some, you may never live to see. Your abilities will come and go as you live and die, yet your mastery will never leave you.

You will experience triumph, growth, and death.

But mostly death.

Traditional Roguelikes (Turn Based) / Earl Spork (now at v2.0 ARRP)
« on: September 17, 2012, 06:22:39 PM »

Sliding, bumping, and wiggling!

And that completes the feature adds in the new version of Earl Spork, available here: Earl Spork 2.0.

Hope you all enjoy it, and the rest of the entries for the Annual Roguelike Release Party!

Traditional Roguelikes (Turn Based) / Mushroomvania (now at v0.0.1 ARRP)
« on: September 17, 2012, 11:50:50 AM »

Mushroomvania is a 1-hp tile-based roguelike. The long-term goal is a game with simple elements that nonetheless enables emergent complexity. Currently, it's at a very early stage of development, with much more content to come in the future. This is a first-time roguelike project developed using libtcod and is based on Jotaf's Complete Roguelike Tutorial, using python+libtcod.

Traditional Roguelikes (Turn Based) / Halls of Mist (now at v1.3.2)
« on: September 16, 2012, 06:01:19 PM »   WIP

Halls of Mist was first released here on oook on September 13. Thanks to the help I received from the folks here, I was able to update to a more polished version 1.2.1 before announcing the game on ARRP 2012 on September 16! The biggest change is that the internal help files are now up-to-date. The download links below have been updated.

Halls of Mist is a successor to my earlier roguelike FayAngband, which was based on Eytan Zweig's EyAngband. If you are interested in the history of FayAngband, you may also want to read the release announcement for version 1.1 which had big changes.

I'm not even trying to make a changes list. It's easier to just treat this a new game.

The game is set in a brand new world, and has had a complete gameplay overhaul.

What hasn't changed from FayAngband are my design goals:

    Halls of Mist should not reward slow playing. Instead, it should reward good tactics, and taking calculated risks.
    Make the gameplay faster. Remove unnecessary tedium.
    Characters should be different from each other. All character classes should have their distinct personality, and all stats should be important for all classes.

Well, maybe with Halls of Mist I have added a fourth design goal to the list:

    The dungeon should feel like a real, mythical place in a fantasy world. Every dungeon level should feel unique and bring different challenges and opportunities to the player.

Eventually will be the game's web page. For now it just holds the old development blog.

My biggest influences when developing Halls of Mist were Andrew Doull's UnAngband, the forgotten classic Kamband, and listening to the Roguelike Radio. (Thanks to the RR I don't have to spend years playing all the classic roguelike games myself! Stealing good ideas has never been this easy.) I've stolen some code and ideas from Angband, Sangband, and NPPAngband. My own code is pretty ugly since I've learned everything I know about C by reading Angband's source code.



    -Executable named to mist in Makefile.std and Makefile.cyg.
    -If you take the stairs down when you are in the dungeon or if you just started the game, you may (p)lunge three levels.
    -Fixed a bug: (T)unneling command did not work.
    -The shape Ghoul renamed to Icky Thing.
    -Bugfix: you couldn't play a shaman if your race was specialized in frost magic.
    -Changed version number to 1.2.1.
    -Updated the internal help files.
    -Unfortunately the use_old_target bug proved too problematic to fix for the moment. I had changed the targeting interface a lot, and the option doesn't seem to be compatible with my changes. I'm removing the option from 1.2.1 but I hope to bring it back later.

Short version?   Brand new super-variant along the lines of Massive Fundamental Changes a la the last such compatriot, Sil.  Much development still to come, but it looks like a lively dash out of the gate is a likely thing indeed.

Traditional Roguelikes (Turn Based) / Drakefire Chasm (now at v1.3.4)
« on: September 16, 2012, 12:04:40 PM »

Drakefire Chasm is a seven day roguelike made in the 7DRL Challenge 2012. It has been updated thereafter with new features.

You play as a dragon and try to survive in the hostile environment of Drakefire Chasm. As you progress, you become more powerful, gaining new abilities to defeat your foes.

The game uses sort of a rock-paper-scissors mechanic between the dragon's abilities and the enemy types. The key for success is finding which type of attack is the most effective against each enemy.

    Five playable dragon colors
    A talent tree with passive and active, cooldown-based abilities
    15 different enemies
    12 dungeon levels with varying themes
    Dragon orbs for extra one-use powers
    Colorful animations

     Drakefire Chasm is known for its dragon inhabitants. Over the decades, brave and greedy adventurers have dwindled down the numbers of the scalykind, however. Yet some still remain, and the many caves of the Chasm keep drawing treasure hunters even today.

Drakefire Chasm is a seven day roguelike made in 7DRL Challenge of 2012. You play as a freshly born wyrmling, trying to survive and prosper in the old home of dragons. Eat lesser beings, hoard riches, defeat your foes, and finally become a Great Wyrm, the most terrifying and noblest of creatures.

The game has been updated since the 7DRL release to fix bugs and add new features.

Drakefire Chasm is programmed in C++ under libtcod aka The Doryen library.

v1.3 brings:

New features:
  * Two new playable dragon types: Black and White
  * Named adventurers
  * Dragon orbs
  * New dungeon level themes

 UI improvements:
  * 'Enter' can now be pressed to skip all (more) prompts at once

  * Stealth now properly increases attack damage
  * Lava no longer damages twice when entered (red dragons are still immune)
  * You can no longer start a dungeon level in lava
  * Some effects were able to continue onto the next dungeon level
  * Blast Wave was doing 50% more damage than intended
  * Corrected some errors in memory file creation


I realized recently that roguelikes are my favorite genre of video games. All the ones I've played are very fun. Also I realized that the only reason I wanted to make Intelligence a sidescroller was that the animations were that way, but that was because of the style of ASCIImator, not a decision of mine. So I realized it was time for me to start making decisions on my own, and now we have...

Intelligence: The Roguelike (irl) is a game based loosely on a series of animations. It will feature many hard-to-implement things one day, but for now it's just an early pre-alpha with an @ walking around a level.

An unusual vantage point to derive from, but time shall tell where this leads now that it is out there...

Traditional Roguelikes (Turn Based) / Cosmic Commando (Now at v0.1 ARRP)
« on: September 15, 2012, 08:22:52 PM »

Cosmic Commando is a game in early stage of developement set in a space opera setting. You're a brave cosmic commando who fights forces of bloodthirsty syndicate ruled by mysterious Lady Raven. For now the commando (armed with several different weapons) can walk around a nondescript dungeon and fight some baddies. Features planned for the future include: a nonstandard approach to advancement in the game; optional action mode that adds real time pressure to turn based gaming (think Tetris); character customization; cover-based shooting mechanics.

Any suggestions for the future releases and/or bug reports are welcome! Send them to: zasvid at gee mail dot com.

Always nice to see yet more sci-fi wranglings underway!

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