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Topics - Darren Grey

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Incubator / Call for New Developers
« on: December 02, 2012, 06:23:48 AM »
Branching out from Hydra Slayer's thread...

We need new blood!  Developers who are interested in improving their games, join in!  The Incubator is an area for developers to help each other with feedback and constructive criticism on recent releases.  The focus is on less established games which wish to improve themselves whilst also helping others.  Anyone is welcome to give feedback and contribute at any time.  What you need:

 - A roguelike in development, any stage of development, but the more playable the better
 - A commitment to follow up on advice (in whatever direction you choose, but don't just ignore feedback)
 - A commitment to try and play other people's works too.  Not everyone's and not all the time, but try to help out.  Quid pro quo, et al.  The more you help out the more others will be willing to help you.

The advantages:
 - Good quality feedback from fellow devs who tend to have excellent insight in both design and coding
 - A place to put low key releases (this is all public, but anything posted here is much less formal than officially announcing a release, with much lower expectations)
 - Sense of community
 - You might find new games you enjoy or get great inspiration from

The Incubator and the Roguelike Bundle are no longer formally linked.  There are no restrictions on platform, open source etc on Incubator games, nor will there be the same push for extreme polish and accessibility.  We want roguelikes of all shapes and sizes in here.  The more the merrier.

If you wish to join just post a thread in this forum with some details of you, your game, your goals and a download link to the latest build.  Keep this thread updated with further releases and plans.

To those already in the Incubator I would encourage you to ensure your thread is up to date.

If you're unsure of anything please ask!

Other Announcements / Roguelike of the Year - getting the list sorted
« on: November 28, 2012, 11:23:59 AM »
Last year there was some controversy over what was in the Roguelike of the Year poll, and some games that didn't make the list.  This year the whole picture is much muddier, as can be seen from this list:

It would be helpful if we could all tell Andrew what games on there shouldn't make it on the poll or which shouldn't, and reasons why.  It would also be helpful to check the RogueBasin release feed for games which might be missing.

Traditional Roguelikes (Turn Based) / Tileset for Brogue
« on: November 26, 2012, 12:34:41 PM »

Oryx has made a new tileset for Brogue, using a silhouette style similar to his set for Infra Arcana.  Looks pretty damned nice.

Other Announcements / Roguelike bundle
« on: September 13, 2012, 02:28:25 PM »
For those unaware the Roguelike Bundle release ( has been delayed to allow more polish to be added to the candidates.  We're looking now to release around Hallowe'en (though most of us will have interim ARRP releases too).  This does mean that the door is ajar for any advanced games which would like to join the bundle.  Requirements are:

 - Must be fairly polished already as there's not a great deal of time left
 - Must agree to the tenets of the bundle - open source, traditional mechanics (turn-based, permadeath, etc), no commercialisation, accessible to non-roguelikers (obviously some of these are a bit subjective)
 - Must be willing to undergo harsh scrutiny and criticism before release
 - Must be willing to dish out harsh scrutiny and criticism of other Incubator titles

Any takers?  Note that this is one RL bundle and there will likely be others in future with different requirements.

Incubator / Roguelike Bundle preparations
« on: August 26, 2012, 04:13:51 AM »
Hey folks,

I apologise for being quiet here.  Both my work and home life have been very busy, and that's not a good combination  :/  However I'm still hoping to have a polished version of Rogue Rage ready for 15th September.  Actually the polish is pretty much finished on it, and there's just a few touches here and there I want to make.

I've also been working on the web-site design which you can see here:

Need to have pages on what is a roguelike, game descriptions, etc.  Daniel Earnshaw, who did the Roguelike Radio logo, has kindly produced one for this site and has offered to make icons to represent each game in the bundle.  I figure Rogue Rage will have a stylised red @ with a red mist rising (as in the game's rage mode).  What would other's like?

I'd also like to cover the bundle via Roguelike Radio.  We could have individual eps on each game, or have a bunch of us on a single ep talking about the lot.  What do people think?

So, some things I need to confirm for people:
1. Are you still on for a September 15th launch?
2. Would you like a game icon produced by Daniel and how would you like it to look?
3. What are your thoughts on a Roguelike Radio ep and when are you free in the coming weeks?

Just to note I'll be away on holiday myself from 30/8 - 5/9.

Incubator / Charity donation tracker
« on: July 27, 2012, 12:37:36 PM »
As part of the Roguelike Bundle release I'd like to set up a charity donation tracker on the web-site, encouraging people to donate when downloading the bundle.  I might even have a think about throwing some assets together as a bonus for donators.  But firstly... a charity.  Obviously this should be a community decision.  Personally I think the following should be criteria for any charity chosen:

 - International
 - Does good deeds (not just a PR/awareness charity)
 - Accepts multiple payment types
 - Can provide embedded donate + donation tracker code for the site
 - No political affiliations
 - Nothing too controversial

Personally I'd prefer something like the International Red Cross, or Oxfam.  Or perhaps the One Laptop per Child foundation (since it would have a technology link).  I'm not big on some of the traditional geek-loved charities as they tend to be US-centric and focused on campaigning/awareness rather than using the money to *do* something.

What do other people think?  Anyone got specific experience with or knowledge about this sort of thing?

Other Announcements / 50 Days till the Annual Roguelike Release Party
« on: July 27, 2012, 12:26:08 PM »
50 days remaining!  Crikey, time is flying fast  :/  The Annual Roguelike Release Party (now in its third year) will be held on the 15th and 16th September 2012.  *ALL* developers are encouraged to release something, even if it's just a bugfix update or a very immature first alpha.  We'll also be releasing the first Roguelike Bundle to the masses thanks to all the developers in the Incubator.  You can optionally sign up for ARRP 2012 here:

Incubator / The Bundle and the Incubator
« on: June 28, 2012, 12:03:03 PM »
Just to clarify, the Roguelike Bundle #1 due for release in September is just a subset of Incubator activity.  Games can be in the Incubator without being in the Bundle, and may become part of a different bundle at a later time if anything like that ever works out.  Also games initially declared as being for the Bundle may not make it to be part of the first bundle - they need to meet the community's quality threshold before the time of release.  All Incubator members are encouraged to give feedback on all other's games, regardless of what bundles they may or may not be part of.

Incubator / Rogue Rage
« on: June 22, 2012, 01:39:45 AM »
This thread is for development progress and discussion of Rogue Rage.  At the moment it is still in the alpha stage.  Latest build:
(Windows version.  You can extract the module for transfer to the T-Engine on another system.  I'll have dedicated OSX/Linux packages in future.)

1. What is Rogue Rage?

A melee-focussed roguelike that I failed to finish as a 7DRL, likely because the scope is too big.  It emphasises making bump to attack "interesting", with bumping triggering special effects depending on stance and whether or not you are "raging".  Meanwhile regular attacks are performed simply by being next to an enemy at the end of your turn - these are referred to as passive attacks.  It is developed in Lua for the T-Engine.

Included in the download is my design doc, which includes many of my aims and objectives for the game, and key features I wanted in.

2. Goals for Rogue Rage

 - End boss
 - Story
 - Sounds and music
(otherwise the vast majority of the content is in)

 - Gameplay balance; both enemies and player
 - Various interface tweaks (see "to do" page of design doc spreadsheet)
 - Lots of little graphical polish bits

Right now I need feedback on whether or not the game is fun.  I think it is, but maybe I'm just weird.  Balance between stances is somewhat important too.  If you download the game check out the Readme for some running instructions and cheat commands if you want to have a play around.

Incubator / Intro to the Incubator
« on: June 12, 2012, 12:18:06 AM »
This forum is for projects and games based around the Roguelike Incubator.  The Incubator is an area for developers to help each other with feedback and constructive criticism on recent releases, with an aim to produce high quality, polished roguelikes.  The focus is on less established games which wish to improve themselves whilst also helping others.  Anyone is welcome to give feedback and contribute at any time.

The first cabal of developers will join together to produce a "Roguelike Bundle", to be released as part of the Annual Roguelike Release Party in September.  This bundle aims to produce a number of roguelikes of variant size and theme, with a certain hope of being accessible to those outside the genre by having polished interfaces.  The tenets of the Roguelike Bundle:
  * 100% Free - no commercialisation, all donations go to charity
  * 100% Roguelike - intense and challenging games with permadeath and procedural design
  * 100% Open - fully open source and cross-platform, with specific support for Win/Mac/Linux
  * 100% Accessible - no myriad of keys to learn, these modern roguelikes are pick up and play

To become part of the cabal you must:
  * Have a new or in-dev roguelike you wish to improve significantly
  * Be dedicated to making new builds at least once a month, taking in guidance from the other members (though you are free to develop as you wish)
  * Be dedicated to critically analysing at least one other game each month, with constructive feedback for the other developers
  * Have clear development goals and target dates that you publicly state and try to adhere to (and accept advice on - others may disagree on how achievable or advisable your targets are)

The group will work on the premise of mutual assistance, so if you don't pull your weight you'll end up excluded.  Similarly it works on mutual image and quality standards - if the game isn't sufficiently polished by the deadline (bug-free, balanced, clean interface) then it won't be included in the bundle, but may become part of a later bundle.

The spreadsheet for the first cabal:

If you wish to join add your name and project to the list, and post a thread in this forum with some details of you, your game, your goals and a download link to the latest build.  Keep this thread updated.

This is just the first group, and if you want to set up a different cabal with different goals you are welcome to.  I personally envisage multiple complimentary groups forming, with various themes and objectives, but following the same format of relying on mutual advice and support.

Off-topic (Locked) / Roguelike Tattoo
« on: May 05, 2012, 05:03:27 PM »
I've been thinking about this for a while, and have finally gotten it done:

A little odd, I'll admit, but I like it  :)

A bit more detail and shots:

Another game-making competition:

In this competition pixel artists must make free artwork in June, and coders must use that artwork in free, open-platform GPL3 games with all coding taking place in July.  There are likely to be quite serious cash prizes on offer (they're running a donation drive for $10k towards this at the moment).  Games *must* be open platform - exact rules are on the site, but basically if it compiles on Linux it's fine.  Since roguelikes are very traditionally in this territory it seems like we should be getting out some roguelikes for this compo.  Game can belong to any genre, but the guide artwork currently seems more steered towards fantasy RPGs.  There's nothing to stop you making your own art in June and then your game in July.

Some of you may have heard of the Molyjam event over the weekend, where indie gamemakers across the world met up and made games inspired by the tweets of Peter Molydeux (the parody of Peter Molyneux, who encourages designers to think outside the box, and beyond that, and to find ways to make gamers cry).

Well, I took part, and made a little roguelike in 5 hours on Sunday at the London event.  And Peter Molyneux (designer of Populous, Black & White, the Fable series, etc) was there, and personally congratulated me on my game, which is pretty fecking awesome  :D  I also got a cool (though uncomfortable) t-shirt.

My game is called sick peter, and is a stealth adventure roguelike of sorts, made using the T-Engine.  It's about a four year old Jewish boy in Nazi-occupied Holland searching for his missing mother.  He also is terminally ill.  You can find it here:

Even if you don't want to try it I'd appreciate if you give it a quick download as this improves my rating on the site, making the game more visible to the general public.  If you want to download from multiple locations multiple times even better  ;)  There's also a video of me presenting the game here (around the 8:44:00 mark):

There were a lot of other interesting games displayed that I was very impressed by, like one where you are a ghost and must influence cats using sounds in your microphone.  Was pretty cool to be around other developers in general.  There was a lot of humour and camaraderie.  Was good fun!  I've done game challenges in the past, but never physically around other people.

Oh, and I feel much better about failing my 7DRL now  :D


I beat getter!  Wahoo!  :D

So Dwarf Fortress got a major release a couple of days ago, now DCSS, I wonder what else is coming out this weekend...  (I have knowledge of 2 major items :P)

Traditional Roguelikes (Turn Based) / Harrowed 1HRL
« on: November 08, 2011, 12:59:08 PM »
I just realised I forgot to post about this here...  There was a Ludum Dare competition recently to make a game in zero hours.  May sound tricky, but it's not so bad when you consider that the clocks were going back when it was being run, so in reality I got a whole hour to do it.  One extra element of challenge though was that I was straight out of a Hallowe'en party, and thus quite drunk, but it was still manageable.

Harrowed is a very minimalist roguelike with all feedback shown through flyouts around your character - there are no stat listings nor is there a game log.  The gameplay is simple fair - advance through the dungeon whilst being chased by enemies.  Enemies die in one hit, and do minimal damage to you, but can overwhelm you in numbers if you don't position yourself well.  You get fully healed each time you go down a level, but the levels get harder as you go on.  Screenshot:

1 hour was admittedly a little difficult, but using the T-Engine helped significantly, and I'm quite proud ofthe fact that the game is more complete than many 7DRLs I've tried.  The basic gameplay is reasonably fun too, though takes a little while to get seriously challenging.  Furthest I've gotten is level 13.

Download link for Windows:

Mac and Linux have to download the T-Engine beta 34 and grab the module file for the game here:

Known bugs (kinda inevitable given the fast development):
 - Level reached is incorrectly reported as one higher than actually achieved
 - Error message pops up on level 10 (but can be safely dismissed)
 - Some T-Engine key commands are unsupported and shouldn't be touched (like 'r'esting) - stick to movement and stairs traversal only
 - Reloading save games doesn't work
 - Window can't be resized in-game (but can be set on the menu screen before launch)

Any other bugs/issues please let me know.  Furthest I've gotten is level 13.

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