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Topics - getter77

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Traditional Roguelikes (Turn Based) / Lanarts (now at 8/22/13 v0r12)
« on: June 18, 2012, 12:03:00 PM »

Hi all. I'm a programmer from Ontario with a passion for programming, that as of recently works full-time as a maintainer for icedtea-web (open source java plugin).

My interest with programming started with game development, but there have been many detours in the years since. Now, I've decided to go back into game development, and hopefully get an open source project started. The game is called Lanarts (read lan arts), and is hosted on, using git for version control.

Here's screenshots to start off with:

Windows download:

This idea was conceived last summer and progress was initially slow as I did not want to use a pre-built engine. The game is now in good state of progress and is well on its way to becoming a fully featured game.

Main design philosophy:

    The game will play like a real-time rogue-like (

    The game will be highly customizable, currently the game has rudimentary scripting with Lua (much work to be done here), and all game data is in human-readable YAML files

    The game will feature as much procedural (ie, randomly generated) content as possible. Only features that greatly affect game balance will be static

    The game will discourage grinding of any sort, in theme with roguelikes (and much the reason I don't play traditional RPGs anymore)

    The game will be mainly meant to be a co-op game that is played from start to finish by a group of friends with heavy team play. However single-player will viable too.

I work on the game every day, but my plans for the game are still out of reach of my coding hours. Development happens on the /dev/ branch, while a more stable version sits on the /master/ branch. If more developers are interested I will almost certainly start doing feature branches along with having a dev branch.

Current state and development goals:

    Currently the game has randomly generated levels that work fairly well

    The game makes use of a lot of open source graphics, especially from Dungeon Crawl. I would love if open source artists contributed unique art to the game. Currently very few graphics are original to the game.

    The game features all of its data in human readable files. If you can't code, do any art, and still want to contribute to a game - please contact me! I am very interested in people that will create balanced game content. Currently I am looking for people to create enemies, levels, weapons, and in the future with some rudimentary lua coding, spells will be quite do-able.

    Lua scripting handles how items are used and other features, this will be greatly expanded. I am looking for lua scripters in the long-term to create much of the content. I hope to soon have level generation scripts that will allow for customization.

    And lastly, the engine is hand-written in C++, with much modularization. C++ programmer help is greatly appreciated. I would be more than happy to get anyone up to speed if they are interested in helping.

TL;DR I've been making this game myself and it's getting lonesome. I'd appreciate any help - game testers, content designers, game artists, C++/lua coders, etc

Cheers, Adam Domurad

Also looks rather promising indeed and interesting to see a co-op intentioned slate of aims too.   :)

Traditional Roguelikes (Turn Based) / Data Sanctuary (now at v0.1)
« on: June 18, 2012, 11:59:26 AM »

Hi all, I’ve just released version 0.1 of my shooter-roguelike: Data Sanctuary! It’s an open source game made in Java (using the Slick 2D game engine) and can currently be played on Windows PCs. Mac and Linux support is a planned feature. The game is a blend of an arcade style shooter and a typical roguelike, with randomly generated levels and a variety of traps and events. Though each level usually starts out calm, someone who isn’t careful will quickly find themselves in a deadly situation. See how high of a score you can get!

The current version of the game only has one tileset, though in future versions there will be many. Other upcoming features include:

    Mac and Linux support
    Improved CPU and GFX performance
    A persistent high score list so you can track your achievements more easily
    Tons more levels and enemies
    Equippable weapons and possibly other equipment
    A saving and loading system to keep progress in a long game
    A gameplay driven storyline

Game Download (you must have Java installed to play):

Source Download:

As of right now the source code is pretty messy. There aren’t a lot of comments, so if there’s a particular section of the code you would like commented just make a request and I will see what I can do. Otherwise you can ask questions directly. Please leave comments or email feedback to

Video onsite and I reckon this looks to be rather promising.   8)

Programming / donjon RPG Tools (Nifty assortment of everything)
« on: June 13, 2012, 12:41:44 PM »
Generators of nigh all stripes ahoy, though the site performance may have issues this could surely be useful in all sorts of projects:

Also doing well in the Kickstarter realm of late, this game, styling itself in a rather different Roguelike direction:

The Quick Run-Down

If you're just having a quick look, here are the key things that make this game what it is:

    The game is an homage to classic RPGs such as Eye of the Beholder, Might & Magic, Dungeon Master, Stonekeep, etc
    Movement is grid-based and turn-based
    It is set in an infinite, persistent world (yes, persistent, too!)
    The world is rich and full of dungeons, crypts, forests, cities, vast oceans and more
    World is NOT randomly generated, but it IS infinite, so you can share what you find with friends
    Items, weapons, quests, locations, maps, NPCs, even dialogue are generated by the game
    Even some graphics such as weapon images are generated procedurally
    The game is nearly finished, but we need some extra funds to add the final layer of polish to make the game as good as it can be

The recent video update 10 is particularly informative as one of the principle folks behind the game yet again tries to explain what a Roguelike can be, how classic tile based RPGs work, and where Malevolence fits in the spectrum.

A week left, well past the initial target for an end of the year release, and $5K away from a fairly substantial looking expansion that would follow in the middle part of next year as a stretch goal.


Grand Rogue Auto is an attempt at writing a GTA themed graphical roguelike. The setting takes place in a procedurally generated modern city (populated with citizens, shops, buildings of several kind,…) and its neighborhood. The player will gain money by completing random missions, wreaking havoc, and working for different factions. This money can be used to buy ammo, weaponry, armors, items, locations and so on. The goal of this project is to mix the open-ended aspect of GTA with the complexity and replay value of roguelike games.

However, GRA is not only a game, it's an engine designed to handle a massive amount of NPC in an large environment. As a result, the game is easily modifiable using the Modding menu. Basically, all the content beside the game's rules can be altered. Custom-made weapons, objects, buildings and even NPC can be incorporated into new games with ease.

The following features will be implemented:

    Procedural generation of the city and its inhabitants
    Destructible Terrain
    Warfare between several randomized factions for the control of the city
    A police force able to deal with criminals
    Thousands of NPC living their own little lives
    Randomized quest and dynamic storyline generators
    Ability for the player to engage in lucrative activities (not limited to killing people)
    A ranged and melee combat system with the ability to aim shots
    A simple and efficient user interface (by roguelike standards)

GRA is written in Delphi/Pascal for Win32 systems available as a freeware. A test build is available  in the download section of this website. Can be used on Linux with Wine.



The Binding of Isaac: Wrath of the Lamb is the expansion to The Binding of Isaac, a randomly generated action RPG shooter with heavy Rogue-like elements. Following Isaac on his journey players will find bizarre treasures that change Isaac’s form giving him super human abilities and enabling him to fight off droves of mysterious creatures, discover secrets and fight his way to safety.


100+ new items! (now over 235 items!)
5+ new chapters!
20+ new enemies!
25 new achievements!
15+ new bosses!
6+ new room types!
6+ new mysterious item drops (eternal hearts, playing cards, dimes and more!)
5+ new music tracks by Danny B
A new item type, Trinkets
A new challenge mode with 10 unique challenges that unlock more content
A new unlockable character, Samson (The Beserker)
A new final (final) chapter and boss with new endings
Tons of new random happenings, curses, blessings, npcs, fortune tellers and more!
Also more super secrets than you'd probably expect... good luck finding them all.

Of all the things to further slow UnAngband's development----this I heartily approve of!   8)

Appears to be chatter of launch day wonkiness, I'm gonna guess fix patching will roll out as it does much the same as for the original Isaac release.   :P


Gist of things as of a bit over a year ago:

PabloQuest is a roguelike game where you will find some fun. You will have to go trough a world drawn by letters and symbols slaying monsters and looting treasures, you can hire some warriors and then raid some towns or if you are brave enough you can wait until the dusk to enter in one of the cursed dungeons! You decide the way your character dies!



    Word randomy generated
    Party members
    Hundreds of Different enemies
    Procedurally generated Items
    Hidden treasure rooms
    16:9 Display
    True color to maximum eye-candy
    Easy rules


Randomly generated world
Hundred of different enemies
Tons of items to use or equip
Companions to command
Variable lenght of the game (from 5 min coffee break to 2 hours)
Final Bosses
Hidden treasure rooms
16:9 display
Old school graphics
Easy rules
Save/Load Game

Then v1.1

- New tileset
- Bigger world
- Added dismemberment: Monsters can cut your limbs off, but you can wield them as weapons to take revenge. You can also eat them.
- New type of encounter: "The rescue", you can find people being ambushed and help them.
- New magic scrolls
- Balanced game

Traditional Roguelikes (Turn Based) / Sheperd Slaughter (Now at r9)
« on: May 24, 2012, 08:03:36 PM »
File this under:  "How in the hell did I only now discover this during a broad promotional sale while also still being pretty well broke?!"    :-[    Price $9 available dev direct.   Temporarily on sale for $3 care of the Because We May event:

Anyways:   Oddly catchy trailer on the main site, said main site also having some screenshots


-Do battle with 70+ monsters.
-Explore 10 unique dungeons scattered throughout a massive randomly generated world.
-Take advantage of many different items and weapons.
-Improve your skills, become a legendary warrior, and vanquish the Evil God.
-Defend your flock of sheep against hordes of enemies in Survival mode.

Win/Mac/Linux with an up to date demo available.   Python2/pygame powered.

Have at it folks!


This is strategy role playing game with a strong focus on managing a small community of minions while exploring a dungeon in the first person perspective. The game is in development since 3 years and is not finished yet. But we want to deliver an early alpha version to the interested audience for free and to take part in the development process.   Many features has been disabled for now and will be reactivated during the alpha phase. Here’s a list of planned features for the alpha version:

    Explore as warrior unknown dungeons and fight dangerous dungeon dwellers.
    Craft your own items to help you to survive in a hostile environment (disabled).
    Get your pet to help you on your journey (disabled).
    Hire and manage a small group of minions (disabled).
    Build your own dungeon for you and your minions (disabled).
    Utilize the dungeon generator to explore ever changing challenges (disabled).
    Sound (disabled).

Most parts has been implemented already and will be enabled during the alpha phase. Once we reach the beta stage, the focus will switch from feature completeness to content generation. In the meantime the content is limited, nevertheless we will add more content during the alpha phase.  We want to deliver a game experience build for an interested audience and wish to get support by the community. Currently we are completely self-funded and produce the game as hobby project, so limited time and money prevents us to deliver the vision we have from the beginning, but with some patience and support of the community we hope to make fast progress. For now you can help us by playing our game, have some fun, and eventually give us some feedback.

    System requirements are not fully known yet, but Gnoblins should run on the following PC
        OS: Windows XP, Vista, Windows 7
        Memory: 1GB or more
        CPU: 2 GHz or more
        Video: ATI 3xxx or Nvidia 7xxx

Fall From Heaven the Roguelike (FFHtR) is a roguelike based on Fall From Heaven, the dark fantasy mod for Civilization IV.
FFHtR is planned to be a hardcore "old-school" roguelike with a steep learning curve; easy to pick up and play, but nearly impossible to win.

Traditional Roguelikes (Turn Based) / X@COM (Now at R6)
« on: May 18, 2012, 07:16:09 PM »

A complete remake of the original X-COM, console-style.

The initial goal of X@COM is to put together a more-or-less faithful recreation of the original, though rendered using simple ASCII graphics. This first stage will of course also implement any interface improvements necessary to streamline play (the original had its notable few faults which most remakes attempt to correct). The second stage will expand on game content where possible, not in a way that affects balance or gameplay, but more to expand X-COM's breadth (for example, a greater number of combat environments). An eventual third stage will add numerous optional settings and possibilities which give the game greater depth.

Currently Implemented:

    3D environment w/fully destructible terrain
    Sideview map for aiming in third dimension
    Gravity effects on terrain (optional)
    Particle engine for visual effects
    All data loaded from text files
    Highly flexible/modular data for easy and creative modding

Coming Soon:

    Sound FX
    Advanced interface

Other scenarios have been added in later releases, and can be run by executing the associated batch file:

    Area 51: Fight alongside soldiers defending an Area 51 base against an alien assault, and be prepared for some surprises. The environment is non-random, but enemies are mostly randomized.
    Exodus: Assist the National Guard during the evacuation of a city overrun by aliens. This mission shouldn't be too difficult to "successfully" complete, although there's potential for a much higher score if played well. Replayability is high as the city layout and opposition forces are randomly generated.
    Sandbox: If the scenarios are too much for you, running this will generate a unit with every available non-secret weapon and give you unlimited TU and ammo, for your destructive pleasure."

Traditional Roguelikes (Turn Based) / Chengband (Now at v0.0.138)
« on: May 17, 2012, 03:07:49 PM »
This is a fork of the roguelike dungeon adventure game, Hengband.

The purpose of the game is to defeat the dreaded Serpent of Chaos. You may play a variety of races including elves, hobbits, dwarves, half giants, half trolls and even various undead races. You may play a variety of classes including hack and slash warriors or spell wielding mages. The game is littered with powerful and rare artifacts to assist you on your challenging quest. But the road is long. The enemy's forces have grown numerous and fester in the deep. Perhaps death awaits you? Perhaps glory? Are you up for the challenge?


Beget of the orgy that was Indie Buskers experimental commercial game jam event of baffling and/or nifty proportions, here we have Super Office Stress!

Super Office Stress is an action roguelike (yes!) where you have to climb your way to the top of big corporation. By the way you need to make use of any office equipment you can find by eating throwing and equipping it.

Mac/Windows/Linux Source   Trailer and screens onsite!

A novel bit is that the price you pay is on a virtual dice roll----could wind up with it for $1, or perhaps as high as $6.

389  $9.99

”In the land of Splendestia. Where all is good and well.
This horrific story starts, which I am about to tell”
Is a 2d-shooter/Dungeon-Crawler with roguelike elements. Shoot and dig your way out from a buried castle. The only way out is down through HELL.

The game will feature:

10 different environments.
20+  bossfights.
100+ levels that spawn at radom.
50+ monsters.
50+ powers ups and weapons
2 player on one screen (old school)
Shops, portals and more..

390   Formerly Zero Player Game

Well the site is pretty spartan, the discussion forum seemingly Russian, and the file size incredibly small, but the dev pace appears to be pretty lively of late.  Alpha, closed source, FreeBASIC, and Windows at the least though.

Fresh info:

ZPG is a program in which the user selects a name and a class for a generic hero character, and the program proceeds to use this data to show a projection of their progress in the form of a character sheet that updates every second.

The entire game is displayed in blue ASCII. However, the font color can be changed in settings.

The character sheet shows:

    Character Name
    Character Class
    Character Level
    Character Experience
    Character Stats
    Damage being dealt with current Stats and Equipment
    Time Elapsed
    Current Currency (Gold)

Upon levelling, the character recieves some random new equipment and a few stat bonuses

-added certain characteristics to each item
-Fixed: bug with the remainder of gold at the beginning of a new game
-Changed: performance optimization
-Fixed: bug with obtaining equipment
-Added: 70 new weapons
-Added: 30 new types of armor
-Changed: method of obtaining equipment
-Added: division of equipment by classes
-Added: 13 new weapons
-Changed: performance optimization
-Added: equipment
-Changed: minor changes in UI
-Fixed: bug when changing the background color because of vertical synchronization
-Added: vertical synchronization to prevent screen flicker while updating the information
-Changed: performance optimization
-Changed: a new type of timer, which prevents interference in gameplay until you press Escape
-Changed: performance optimization
-Added: counter of gold
-Changed: performance optimization
-Fixed: format of the time counter
-Added: counter of in-game time
-Added: in the menu settings have now specified for each of its current state
-Added: in-game UI settings
-Changed: rebalanced parameters for all classes
-Changed: all commands are now entered in numbers
-Fixed: corrected bug with auto-background color
-Added: added two commands (inversion and automatic selection) to the font color and background color menu
-Added: added two commands (restore default parameters and random color) to the font color and background color menu
-Added: changing background color
-Fixed: eliminated screen flicker after exiting screen settings menu
-Changed: another improvement in UI
-Changed: performance optimization
-Added: Arena mode
-Changed: slight improvement in UI
-Added: main menu
-Added: settings menu
-Changed: remade most part of UI
-Added: 4 new character classes (the class is changed automatically upon reaching level 30)
-Added: fullscreen mode
-Changed: selection of character class moved from game process to process of creating a character
-Changed: brightness of the font increased by 20%
-Removed: indicator of characteristics improvement
-Added: the possibility of entering the name of the character
-Added: change of the character class (affects the increase in characteristics, switch buttons 1-4 on your keyboard)

The first public release
22.04.2012 21:26
Published the first public version of my project Zero-Player Game. A few features:
-Exit is produced by pressing the Escape
-There is a system to automatically save after the game
-The maximum level is unlimited

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