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Topics - Slash

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Temple of the Roguelike / Email Server issues
« on: September 24, 2016, 01:55:18 PM »
Our mail sending account at Amazon SES was blocked due to "excessive bounces". I think this is most likely caused by the influx of spam accounts with fake emails trying to get their activation emails.

I'm thinking on implementing additional spambot protection measures and then requesting the account to be activated again..

Traditional Roguelikes (Turn Based) / Ananias (now at 1.75)
« on: July 12, 2016, 03:10:17 PM »

- Add about 77 new weapon types
- New reloading mechanics for bows (Can only load one arrow at a time, quick reloading by passing turn). Also applies for new ranged weapon types (crossbows and slings).
- Add Dagger, Whip, Scythe, Sling, Crossbow weapon types
- Prevent wand and liquid ammo from being parried
- Change starting equipment for Hunter (bow and sword)
- Add item modifiers (Fire and Smite Undead)
- Make most classes start with a befriend monster spell
- Give evolve potion on level 5
- Allow throwing pebbles
- Change number of enemies per level (independent of depth)
- Force enemies to load weapons if needed

User Experience
- Add keyboard command to toogle inventory
- Allow continuous keyboard movement
- Don’t show running indicator if cannot use running skills
- Prevent minimap from getting on the gameplay area
- Enhance select target message

More info here:

Other Announcements / 2016 Interview with Glenn Wichman
« on: July 06, 2016, 06:28:35 PM »
This weekend I had a chance to share a trip to the Colombian Coffee Area with Glenn Wichman, one of the creators of the original Rogue (along with Michael Toy and Ken Arnold) and a veteran of the video games industry.

On Sunday we did this small but hopefully interesting interview, in the middle of the Colombian nature. Some of the topics we talked about are:

  • Game Design challenges when incorporating new technologies.
  • “Roguelites” and diversity on game design elements.
  • Issues with current videogame distribution channels
  • The role of the Game Designer and some other related disciplines.
  • A message for the roguelike development community

Check it out here!

Temple of the Roguelike / Please support Temple of The Roguelike!
« on: April 21, 2016, 03:05:24 PM »
I have opened a page from which you can send a contribution for Temple of The Roguelike, you can find it here:

Your contributions will be used to pay for hosting fees as well as develop new features for roguetemple.


7DRLs / Rise of Kramora, 7DRL 2016
« on: March 15, 2016, 07:35:33 PM »
The results are much better than I thought they would be! I aimed for a simple game derived from the design of my roguelike in a tweet. What I ended up doing keeps the same spirit, but I added quite a bit of animations and simple 2D effects, as well as great artwork. In order to do so, I had to create a simple library for sprite management, animation and tweens for Android Wear. I hope you guys enjoy it!

Download now from Play Store!

It’s a Watchface so you have to install it in your phone, then it’ll sync automatically to your watch and you can select it on the watchface selector.

You can check a video of it working here:

Player's Plaza / Slash plays Roguelikes #2 - Caves (Roguelike)
« on: January 24, 2016, 04:35:45 PM »

Caves (Roguelike) is an Android game developed (apparently) by Russian studio 36devs.

There is not a lot of context around the game, but you’ll find yourself exploring a system of caverns. When you are creating a new character you assign your stat points to Strength, Agility and Luck, and your equipment is then randomly chosen (You always start with a melee and ranged weapon, but those may vary between knifes and pistols).

Mining is an important feature of the game, you can mine almost all of the level except some unbreakable walls, there you may find treasure or just create pathways to avoid unnecessary conflict.

The game is a bit too hard and may need some balance; you can easily find yourself in hard to survive situations just against your first enemies (Say an armoured skeleton able to deflect all of your attacks, backed by two skeleton archers tearing you from the distance and a goblin stabbing you quicker than you can react).

Survival is hard since health crystals are expensive and potions require quaff-identification in order to know their effects, most of the times you’ll find yourself giving up and just mining gold and crystals, since there’s persistent advancement thru the games and after dying you can then use these to buy equipment for your next character.

Your best bet may be staying off open areas and dig thru instead, hoping to find a good treasure (armour, weapons, useful potions) while fighting weak skeletons buried in the mud. You can also use some sort of special power allowing you to double your speed and escape dire situations which is very handy.

“Caves” is a classic roguelike with a great mobile UI, it is currently a bit unbalanced and too luck-based, although some strategies may help you get around it. The game seems to be still in development so be sure to check the updated. It’s also free (supported by ads), get it now!

Player's Plaza / Slash plays roguelikes #1 - MicRogue
« on: January 24, 2016, 04:34:48 PM »

Today I'll be reviewing <a href="" target="_blank">MicRogue</a>, developed by Jason Pickering and published by Crescent Moon Games. It's available for Android and iOS.

MicRogue is a puzzle game with roguelike elements, similar to Hoplite, where you have to explore a 10 floor tower to find the treasure and return back with it.

Each floor is contained on a single screen about 9 x 5 tiles, where you have to get to the stairs up. You will find traps like spikes, rising floors, sudden flames and more. And of course different enemies preventing you from reaching the stairs.

The enemies are the highlight of the game; each one has an unique pattern of attack and special effects. Some enemies for example can only attack and move diagonally, where others are just impossible to defeat by your own, and you'll have to drive them into traps

The game is pretty fun and replayable; the free version is supported by Ads but they are not extremely intrusive; I noticed however they make the game crash in some devices.

The player (no class selection) can move or attack two squares in any direction, and can block up to 3 attack with his shield (which can be replenished in-game). The enemy AI is simple and sometimes easily exploitable, but that actually works well given its puzzle nature.

There is also a nifty feature to show the turn order of the enemies so you can take your best choice.

The User Experience is optimized for mobile devices and is pretty comfortable to play. It also helps that the game is not a traditional roguelike, so there's no inventory, skills or stats to meddle with.

MicRogue is a simple and fun puzzle game with roguelike elements (permadeath, random generation, grid based, turn based), which works great for short gameplay sessions; you will find yourself wanting to give it just another try just to find yourself dead after a small mistake. If you liked Hoplite, but wanted a simpler and more relaxed set of rules, go ahead and play this game!

Other Announcements / 2016 7DRL Challenge, call for dates!
« on: January 06, 2016, 07:05:37 PM »
This is the call for dates for the 12th Annual #7DRL Challenge. Let's do it!

Temple of the Roguelike / Maintenance Tasks
« on: December 17, 2015, 01:42:07 PM »
> Upgraded from SMF 2.0.9 to 2.0.11

Planning a move to DigitalOcean

Straight out of the Numeron Reactor, feel free to add them to your roguebasin page like I did with mine (

Traditional Roguelikes (Turn Based) / Stygian Abyss 1.2
« on: March 26, 2015, 05:03:15 AM »

* Add new weapons and armor
* Reenable weapon degradation
* Increase swimming speed
* Animated, bigger and solid dungeon features
* Changed sprites for Dragon, Gazer, Skeleton
* Generate different cavern walls
* Fix typos
* Reduce messages (Specially in battle)
* Show player level
* Add intro and instruction
* Enhance ending sequence

7DRLs / Stygian Abyss 7DRL
« on: March 16, 2015, 02:21:21 PM »
Stygian Abyss is a procedurally generated first person action dungeon crawler; survive the legendary Stygian Abyss to find the Codex of Ultimate wisdom, a new adventure awaits you every time!

Play online and moar info here

Temple of the Roguelike / Maintenance tasks
« on: February 17, 2015, 09:26:11 PM »
> Upgraded to Wordpress
> Removed ShinyLoot Ad
> Rearranged Categories and Archive Widgets
> Removed border around roguetemple logo

> Upgraded from SMF 2.0.7 to 2.0.9
> Avatars have been reenabled
> New theme created, a bit closer to the older one

Programming / Wall top sprites on 3/4 perspective
« on: January 24, 2015, 07:41:00 PM »

I'm trying to devise an algorithm to determine what sprite to use as a "wall top" in order to make my game look like this:

Anyone has worked out something similar? any experiences to share?

Temple of the Roguelike / Access reestablished to the forums
« on: January 23, 2015, 02:45:31 PM »
A OS update on the VPS box triggered an apache update which screwed up the virtual host setup. Everything should work now. Please report if it doesn't.

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