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Messages - st33d

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Early Dev / Re: Red Rogue (platformer roguelike)
« on: October 16, 2011, 02:59:17 PM »
Screen shot of the overworld:

Finished a shit load of artwork and animations. Just about ready to jump back into coding (which will involve creating a new assets archive first).

Early Dev / Re: Red Rogue (platformer roguelike)
« on: October 07, 2011, 08:29:19 PM »
Woo, sprites!

Early Dev / Re: Red Rogue (platformer roguelike)
« on: September 28, 2011, 03:25:18 PM »

Stomp-stun is in the current build now. Currently improving the AI, will then get on to adding more content.

Early Dev / Red Rogue
« on: September 04, 2011, 12:25:25 PM »
I've a dev-log for this over at TIGSource but I thought I'd let rogue-likers know about this as well.

Red Rogue is an attempt at a platformer-roguelike. It's written in Flash/Flex and it's open source.

This is a link to the latest in-progress build

This is a link to the source code on GitHub

Please bear in mind that this is a work in progress and I'm currently doing a massive overhaul of the physics engine and will be dropping the crush-insta-kill mechanic in favour of a knockback-stomp. I'm also working on the AI, which is why the monsters are funny colours (to communicate their AI state).

How to Play

Use cursor keys to move and space to open the menu. There is no jump.

Use cursor keys to control the menu.

You and your skeletal minion kill things by walking into them (just like Rogue). Press up to collect items. Using stairways is accessed via Actions in the menu.

Equipment: Manage your weapons and armour from Inventory in the menu.

Spell casting: Runes can be eaten, thrown or used to enchant armour or weapons. Each use does a different thing, but enchanting items always confers a permanent effect.

Hope you have fun with what's in there so far. I'm currently slaving away at lot of improvements like a new renderer, a new - seedable random number generator (share dungeons!) and more stable physics. Not to mention that I want 20 monsters, 20 weapons, 20 armour and 20 spells over 20 levels in the final game and there's only 6 levels of content so far.

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