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Traditional Roguelikes (Turn Based) / Re: Cogmind (now at Beta 13)
« Last post by Kyzrati on August 06, 2024, 02:11:09 AM »


Cogmind Beta 14 "United Federation of Derelicts" is released!

Huge expansion adds new faction with more robots, map areas and tons of new content including a 50% lore increase and more than 80 new items to build with.

For more details and demo images check out the release notes.
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Player's Plaza / Re: hello i'm new here! :D
« Last post by leomartius on August 02, 2024, 02:02:22 PM »
Hello, I'm new too. I'm coding along with the Tutorial Tuesday event on Reddit as well. Good luck with your project!
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Classic Roguelikes / Re: Rogue - Licensing status
« Last post by leomartius on August 01, 2024, 05:29:40 PM »
I did some research just recently, and this is my current understanding.

The program called "rogue" included in some BSD and Linux distributions, is actually Rogue Clone III by Tim Stoehr. This is a clone that was written from scratch. The code includes a non-commercial clause, making it non-free for Debian.

The original Rogue by Michael Toy, Glenn Wichman, and Ken Arnold was distributed with early BSD in binary form only (to make cheating harder, I reckon).

A salvaged copy of the source code for a development version of Rogue V5 was found in 1999 and published by Ken Arnold on SourceForge in 2000. The SourceForge project page (by Arnold himself) states the license as "BSD License" with no further specification. The source code includes no license at all.

Finally, the versions released by the Roguelike Restoration Project are released under the 3-clause BSD license, with proper authorship attribution. However, I could find no information on what vetting process, if any, was in place there. The RRP V5 is based on Arnold's SourceForge code, but other RRP versions are based on leaked and often modified code bases found on the internet.
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Just wrote up a new article about Warsimlikes!

The budding subgenre of new projects inspired by Warsim that have all grown since the support they've had from the Warsim community

And some new projects have begun since the last article, read more about them here - https://store.steampowered.com/news/app/659540/view/4349999161830143385?l=english

Those of you who have checked these projects out, thank you for giving these games the support and love they need and deserve! <3
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Picking SotW up again to help me get through some long COVID.

I encountered a nasty softlock when I submerged myself in a pond in the infinite dungeon.  As far as I can tell, this causes the rest of the dungeon to cease to exist.  I get `something blocks your exit` whenever I hit `<`.  I was mildly distraught about losing my follower but opted to use an Elfland's Exit to leave the dungeon.  I stepped in to see if I could get my follower back and found myself returned to the same inescapable lakebed!  This time, without a means of warping, I'm stuck.

EDIT:  I did some script diving.  It's possible to get back to the world map with the following command, which is equivalent to an escape spell.  I haven't been able to determine a command for resurfacing, teleporting between floors or re-generating the infinite dungeon to unbreak it.

> load_map(PLAYER_ID, WORLD_MAP_ID)


I also noticed another quirk with followers %u2014 in tight quarters they can accidentally target through the player with a ranged attack such as a rock throw.  This makes the PC hostile to the follower, enabling promptless attacks, until they leave the area %u2014 in my case I speared the poor fool and had to reconcile.
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Programming / Re: Looking for a language for minimum effort/maximum payoff.
« Last post by asterqua on July 26, 2024, 03:21:30 AM »
I completely agree with your points
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Hello all!

I tried to develop a game idea that would be somewhat original and something I would personally want to play. The result is a turn based platformer with randomized maps, exploration, some puzzle-solving and a little bit of toilet humor. I am a big fan of classic roguelike games like Nethack and Moria and there are some ideas stolen from those also.

The game was developed with MonoGame and it supports Windows 10/11, Linux x64 and Linux arm64. A free demo is downloadable in itch.io with name "clean space corporation". All feedback is appreciated!


 
Best regards,
Markku
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Programming / Re: Looking for a language for minimum effort/maximum payoff.
« Last post by Neilwade on July 19, 2024, 02:54:32 PM »
So, I'm not a technical person so my productivity time regarding coding is limited to 2-3 hours per day. If I do more, I get exhausted and things get bad.
I'm currently learning C++ but I'm wondering if I shouldn't be learning some other language.
I suddenly remembered Thomas Biskop mentioning switching from C to Java massively increasing his productivity. So, yeah, I wouldn't like to be stuck with something that is holding me back, especially that I can't afford to waste time.

Like what language would be good for developing a commercial roguelike with complex combat mechanics with least time/effort? Like it must be time-effective but can't be too limiting.

Given your limited coding time and need for efficiency, Python is a strong choice for developing a commercial roguelike with complex combat mechanics. Python's simplicity and readability can significantly speed up your development process compared to C++. Additionally, libraries like Pygame and tools such as Godot (with GDScript, which is similar to Python) offer robust support for game development. These tools can help you implement complex mechanics without the steep learning curve of lower-level languages. However, if you need higher performance, consider using C# with the Unity engine, which balances ease of use and performance well.
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Traditional Roguelikes (Turn Based) / New Roguelike Boardgame (Cursed Castle)
« Last post by vesobg on July 18, 2024, 10:38:13 AM »
A bit unusual, but I got a chance to participate in a board game competition in 2021, and my mini roguelike game got an honorary mention. The mechanics were simple - three characters walk through a dungeon which randomly generates enemies very reminiscent of Darkest Dungeon and Slay the Spire. Both players and monsters use the same dice to activate their abilities during combat. I sort of forgot about it until last year, when I was contacted by a publisher with whom I invested about a year in. Some illustrators who were involved in DD were commissioned and their art licensed. Right now I'm very curious how feasible would it be to turn the game into a digital product. I'd love to hear what you think both about the mechanic itself, and it's feasibility.




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Player's Plaza / hello i'm new here! :D
« Last post by TomatoSaucey95 on July 16, 2024, 08:57:01 PM »
hi!!! i'm new to this forum, i'm making my own roguelike by following the Tutorial Tuesday that happing in the RL dev subreddit, i'm making some progress with my game, anyways, give me hugs and kisses!!! :D (lol :P) anyways cheers!
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