Recent Posts

Pages: 1 ... 5 6 [7] 8 9 10
61
Hey everyone!

I wanted to share a bit about a project I worked on years ago and have recently brought back to life. Endless Nights is a roguelike I initially developed and released for mobile in 2014. The game is built around a skill-based progression system, and it was inspired by some of the modding experiences I had with Neverwinter Nights.

After a bit of a hiatus, I’ve recently ported the game to Windows, and it’s now available for free on Itch.io and iPhone. The goal with Endless Nights was always to create something with replayability, focusing on dungeon exploration and random generation while still offering meaningful progression for your character.

Currently, I’m working on a random dungeon generator for D&D, but the ultimate aim is to get more eyes on Endless Nights and improve it over time.

Would love to hear thoughts and feedback from this community. You can check out the game here: [Insert link to game] – feel free to give it a try!

Looking forward to hearing what you think!
62
Traditional Roguelikes (Turn Based) / Z-Angband 06 Machete Edition updated
« Last post by Jose Machete on April 25, 2025, 02:10:15 PM »
 Hello there my fellow Roguelikers. The youngest member of Angband's variant, ZAngband, has been born.
Introducing Z-Angband 0.4a Machete Edition. Link to my itch.io available.
This humble rogueliker wants to express many and deeply heartfelt THANKS to:
Slashie, Julian Day, Kyzrati, Virtua Sinner and his Unholy RogueLove channel.
Mighty redditor @SixFourBit , Techpriest of the Omnissiah.
Testers Jake B, Gerha, Mr Fuzzter and Bendyrazar.

Click on my profile's web address to get the link to itch.io =]
Thank you!
63
Player's Plaza / Re: hello everyone
« Last post by barkerxavierr on April 25, 2025, 08:01:43 AM »
Did you succeed? Share your method!
64
The Roguebasin / Re: Roguebasin has a link to a sus site
« Last post by Slash on April 23, 2025, 12:45:06 AM »
Thanks!
65
The Roguebasin / Re: Roguebasin has a link to a sus site
« Last post by HexDecimal on April 22, 2025, 05:03:44 AM »
You were right to be suspicious. The old roguecentral domain has been expired for a long time, and apparently now it's being used to distribute malware.

I've gone through the tutorial wiki pages and replaced all the expired links I could find. These links now go to the docs hosted on GitHub.
66
Typed up a big update talking about some of the upcoming changes but did it in the browser and accidentally reloaded and lost it all, so here's a shorter, quicker post.

I'm planning to release the next version on May 1, keeping with the more-or-less tradition of releasing on the 1st of the month. (I missed April but this update ended up getting pretty big, and maybe every 2 months is a more reasonable cadence than every month anyway)

The mansions themselves are building and populating nicely, and all the dialog and mini-quests there are done. But the scope of the update got a little bigger than that. As part of developing the non-hostile interactions in the mansion and adding related factions, I ended up expanding factions in general.

Trading with factions now increases your reputation with them over time. And if you become friendly with a faction, they'll send you gifts.


What's the Dorian Club? You'll have to find that out on your own.

A new trespassing/authorized/disguise system when visiting locations has been implemented. Being friendly with a faction lets you freely walk around locations owned by that faction, although if you're seen committing any crimes they'll still become hostile. If you're neutral with them, you might be able to wear certain equipment to blend in and walk around undisturbed instead. But if you're an enemy, they'll be hostile to you no matter what.

The Wizards faction now starts neutral to you, and can be traded with. Wizard towers use the trespassing system detailed above, and as it happens your starting equipment makes you look like a wizard, letting you blend in at the towers.



Vampires can technically become friendly if you kill enough Grievers, and I did enable trading with them so you can sell them blood, but there's not really much interaction there with them yet. I'll be expanding on them in the future though.

A pretty nice technical change is coming in this update too: I've massively decreased the amount of time it takes for maps to generate. The mansion maps are bigger and more complex than the other maps so far and were taking an unacceptable amount of time to generate, so I decided to profile the map generation code and see where the slowdowns were happening.

Turns out that every time a tile was being changed, it was recalculating what the player could see. This is what we want if it happens during regular gameplay, and is not something that happens that often anyway. But when generating a new map, it doesn't need to happen since 1) we refresh the player's sight immediately when they arrive anyway, 2) the player isn't even on the new map yet so doing that is just refreshing the player's sight on the map they're about to leave, and 3) because hundreds of tiles are being changed at the same time, meaning the sight's being refreshed hundreds of times in a row!

The refresh sight code is relatively time consuming - quick enough that it's not an issue once a turn or when a tile changes in play, but doing it hundreds of times definitely adds up. I made it not do that and now all maps are generating in less than a second. Even the test code that generates 50 maps in a row to check for errors, which used to take a few minutes, now takes less than 10 seconds. So that'll make playing the game much nicer.
67
Traditional Roguelikes (Turn Based) / Endless Nights ported to Windows
« Last post by snoitan on April 21, 2025, 05:13:09 PM »
I released my Endless Nights roguelike to the mobile stores way back in 2014.  It was one of my first roguelikes and roughly based on a series of Neverwinter Nights mods I did.  It was also my attempt at a skills-based system that progressed the character (and offered new skills) strictly based on how the character was being played.

I mainly work on my random dungeon generator for D&D these days, but I took some time off from that project to do a quick port of the game to Windows. The port was fairly quick and I was mainly just trying to get rid of the onscreen control and allow WASD movement, so no doubt it will feel a bit clunky at times when navigating menus.

It's on Itch as a free download.  I believe it is also still available for the iPhone (also free).

(I'd post links but I can't) 
68
I try for a release every 3 months on the 15th. That said, there was a sizeable release 2 months ago. If you patch on the regular, make sure you're applying every patch since your last update, in order! Weird and terrible things will happen otherwise.

You can download the latest here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

And you can read up on the latest patch notes here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii/devlog/926046/cox-2-ver-15701-released

Enjoy!
69
Traditional Roguelikes (Turn Based) / Re: Epyx Rogue for Switch
« Last post by coeddie11 on April 14, 2025, 11:04:26 AM »
Thanks for sharing this, really disappointing to hear how poorly the port was handled. I was excited too, but it sounds like they missed the mark badly. Hopefully enough attention brings an update or fix, because classic roguelikes deserve better treatment, especially on modern platforms.
70
Hiho! I'm the developer of Tangaria — a free, open-source multiplayer roguelike game (MMORL): https://tangaria.com/

Tangaria combines the classic roguelike gameplay with MMORPG features: explore dungeons with friends, fight monsters, build houses, run shops, chat, duel (PvP on demand), and more. The game offers both graphical and ASCII modes, with a unique semi turn-based system — time flows dynamically or slows down when your character is in danger.

🧱 Screenshots (Tangaria has two modes: graphical and ASCII): 
https://tangaria.com/gallery/

🎥 Gameplay videos
https://youtube.com/tangaria

💬 Discord
https://discord.gg/zBNG369

Many of you may have tried Tangaria before… and broke your teeth on it 😅 It’s always been a tough game — and still is — but with recent updates, we focused on making it more beginner-friendly.

Now, by default, you get extra gold as you level up, based on your Account Points (earned by progressing in past runs).

Prefer the original, no-handholding challenge? No problem! You can customize your experience using different modes. New modes include:

Hardcore – oldschool style (no extra gold and Second Chance). 
Ironman – escape from Morgoth’s jail under time pressure (zeitnot force-down mode). 
Brave – start in Carn Dûm and explore Angmar dungeon without getting back to town. 
• Oldies Vanilla options: Force Descent, No Recall, Fruit bat

More info about game modes: 
https://tangaria.com/guide/modes/

I'll be happy to answer any questions about the game, roguelike history, or development — and as always, feedback is welcome :)

Cya in-game!
Pages: 1 ... 5 6 [7] 8 9 10