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61
Traditional Roguelikes (Turn Based) / Re: ROGUE-FP
« Last post by RoseBL on April 01, 2025, 07:50:25 AM »
Version 3.4
NEW IN THIS UPDATE:
  • New Trap -roof collapse
  • Wait Command -activate by holding the search key Q
  • Added a tutorial popup for waiting/healing
  • Added a hanging chains sprite that replaces the hanging vines
  • While you're near a bonfire your natural regen is increased
  • Small chime is emitted when fast forward is toggled
  • Sound effect is emitted when your hunger bar is very low

CHANGED IN THIS UPDATE:
  • The phantom can now hover over pits. -it still cannot fly over walls
  • Player can no longer shove loose tiles around like they're made of cardboard
  • Falling tiles hurt the player
  • Highlighted important parts of tutorial text and corrected small typos

FIXED IN THIS UPDATE:
  • Bolts from wands of fire/cold/elec couldn't bounce off of floors properly
  • A bug that caused new collision shapes to be put down inefficiently if a wall was blown up
  • Rings of regeneration weren't kicking in until you hit level 8
  • Some weapons that spawned with an empty enchantment were given very plain names with a typo to boot -Reported by jej on steam/gog


Here's a small update for everyone. I got more than a few requests for a wait command so I finally put one in. It's a bit of a hack since for the most part it just cranks up the engine speed but it should do for now if you just want to get a some hp back. Also, if you wait near a fire you'll heal a little faster so bonfires aren't just for decoration anymore.
The new trap took a decent bit of work to get in. Godot 3's physics engine didn't really want to cooperate with me but I got it working consistently enough I think. A falling tile does quite a bit of damage and so this trap shouldn't show up too often.

3.4.1 is out now as well so I'm going to start on 3.5. I'm going to to start putting in some "machines" as Brian Walker called them in Brogue. Semi-elaborate traps or room setups that involve the layout of the dungeon to put it simply.
How do the new changes in version 3.4, particularly the addition of the "Wait Command" and the "Roof Collapse" trap, impact gameplay strategy and exploration in the dungeon?
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Other Announcements / Re: Rage of Mages 2 (online RPG multiplayer server)
« Last post by johnhsmith on April 01, 2025, 07:03:32 AM »
Whoa, Rage of Mages 2 still kicking it after all these years? That’s awesome! The new season sounds like a blast with those roguelike twists – Reborn and Ascension especially caught my eye, super cool ideas! And a PvE tournament? Count me in for some Mad Caravaner action – love that you’re keeping this gem alive with fresh updates. Definitely hopping onto the Discord to check it out. Keep up the epic work, mate!
63
The Roguebasin / Roguebasin has a link to a sus site
« Last post by bapanada on March 29, 2025, 06:11:24 PM »
Basically, i'm pretty new and wanted to start programming my own roguelike, so i looked at roguebasin's c++ libtcod tutorial - while reading it I clicked on a hyperlink that supposedly was a link to libtcod's manual, but instead it opened a site that offered something that seemed to be a reCaptcha, that after being ticked off gave me a pop up saying something along the lines of "To be more certain that you are not a bot, click 'windows key + R' then Ctrl+V and then Enter" which i assume is a virus of some kind.
(i'm pretty new + english is not my first language + not as experienced programming so if  ANYTHING i said doesn't make sense please do say something so i can explain myself better/ learn something from somebody who is more knowledgeable than me)
64
A little late, but...

Cogmind, Brogue and DCSS are focused on, broadly speaking, dungeon crawling and don't feature special side quests, at least not in the usual meaning.

Caves of Qud _might_ feature mechanics you are looking for, but I never played it for a long time. I believe it's still mostly focused on fighting.

You might have a better luck with UnReal World (open world / survival / crafting roguelike that takes place in Iron Age Finland), Ultima Ratio Regnum (unfinished but still developed roguelike focused entirely on generating interesting world; I don't think it features quests yet, but if I remember correctly it's planned for the feature), Dwarf Fortress adventure mode (basically "do whatever you want", buuuut it's still mostly travelling and killing monsters).
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Other Announcements / Re: Rage of Mages 2 (online RPG multiplayer server)
« Last post by salim.otis21 on March 26, 2025, 06:47:53 AM »
What you are doing is a great effort to preserve a gem in the RPG world. How to maintain and develop it long term in an era where gamers are increasingly demanding innovation?
66
Early Dev / Re: Where One Citizen - sci-fi life simulation
« Last post by MadShield on March 25, 2025, 12:52:38 PM »
Hey !!! sorry I just saw that you got no replies on this post, I just started playing the game and I'm loving it though i'm not far at all lol, the mechanics seem kinda deep and iI just love the general concept, thanks a lot for this !!!!
67
How do players adapt to changing dungeon difficulty, especially when a new dungeon can be "easier" due to the random element in map and item generation?

It's a bit of a tricky question to answer because each player will adapt based on their playstyle and knowledge of the game. A new dungeon could feel "easier" than the previous one due to the random items that were generated, but in any case, it will always be one floor longer, which means you'll encounter new and more dangerous enemies. In Coop Catacombs, the type of enemies you face is tied to the floor level—the deeper you go, the more dangers you'll find.
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I've played it before, it's quite fun.
Me too, I find it fun to play.
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The idea that dungeons become longer rather than strictly harder is an interesting twist—it ensures progression while still allowing for variance in challenge due to RNG.
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How deep is the fusion system? Can you create completely new monsters, or is it more of a stat boost system?
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