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91
Happy Warsim Wednesday everyone!

New video live, Exploring Warsim's Proc gen Lands Beyond! - https://youtu.be/YIN_2zQBAzo?si=dinQnsJFAhusIOBF
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Early Dev / Re: Dungeonfell
« Last post by OliviaParker on February 12, 2025, 01:36:45 AM »
How interested players can request a Steam code
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Traditional Roguelikes (Turn Based) / Re: ROGUE-FP
« Last post by JaryJurax on February 11, 2025, 08:36:40 PM »
Version 3.3

NEW IN THIS UPDATE
  • New sky box -which isn't actually a box
  • Resolution scaling replaces window resolution in the options-show picture
  • Monster info display will appear if you hover over a monster for a few seconds
  • Color of tiles on the minimap now match their physical counterparts
  • Dead monsters redden the tiles they bump against
  • Player now slides on ice as long as time is moving rather than just when pressing a movement key
  • Aiming reticle size slider added in the options
  • Very light controller lockout when using a keyboard/mouse -to fix a lingering bug
  • Added some physics to dying
  • Added option to turn off bumping into dead monsters
  • The red screen flash when you're hit now roughly indicates the direction you were hit from
  • Some new visual goodies to the gold pile


CHANGED IN THIS UPDATE
  • Kestral feathers can now be used with any type of projectile
  • Kestral feathers now provide a +15 percent to hit instead of +10
  • Bat ears now show which wall tiles have already been lit and which have not
  • Moved inventory below the stat bar
  • Altered the camera shake when hit
  • Sharpened up some of the fonts
  • Adjusted player and monster movement speeds slightly
  • Made the options menu a bit bigger
  • Updated centaur bestiary text
  • Updated monster bit text in How To Play section
  • Adjusted the slipperiness of ice
  • Increased the amount of damage fire does to monsters
  • Lowered the amount of time a monster stays on fire
  • Flake of frost now has a percentage chance to activate like the other monster bits
  • Reimported a lot of textures to hopefully smooth out performance and decrease game boot times

ADDED BACK IN THIS UPDATE:
  • Roofs on halls in classic mode

FIXED IN THIS UPDATE
  • Cursed items can now be dropped even if they aren't equipped
  • Run stats are no longer lost when loading a save
  • Player now has the correct amount of hp when a save is loaded
  • Stat bar now shows the correct numbers when a save is loaded
  • Items are no longer be invisible when a save is loaded
  • Fixed rare chance the player could spawn on the same tile as a monster
  • The minimap now correctly shows what you are seeing when you are hallucinating
  • Pit trap now properly sends you down a level even if you are holding the amulet
  • Wraiths no longer light up tiles after they are dead
  • Orcs now properly abandon their gold if they're shot at, even if you miss
  • Orcs now no longer jitter while sitting on their gold
  • Bonfires no longer cause the ground around them to pulse strangely
  • Fixed rare instance of part of the dungeon floor being blocked off
  • Fixed late game bug where certain monsterbits would cause a crash if you were hit with dragon fire
  • Rattler venom now works properly again

REMOVED IN THIS UPDATE:
  • The CRT shader -it may come back someday but it wasn't playing nice with the new way I have the viewports set up in-game so it had to go, alternatively you can set your resolution scale to about 20-25 percent and get a crt-esque resolution.
  • FXAA -it's bugged with the new way of rendering I'm doing. The sky is visible through walls and ceilings, and everything is overly bright

This update is mostly about upping the presentation of the game a bit. I took a few week break after Christmas so there's not as much here as I would like but I figured it was about time for an update.

But there is one gameplay improvement here though. The player and monsters now slide on ice when waiting. Which means if you're in a fight with a monster both of you will slide around after you attack each other, so watch out if you're fighting on ice around pits! Also you will be pushed back when you are hit and when you land hits so be careful.
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I've played it before, it's quite fun.
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Early Dev / Dungeonfell
« Last post by Energycert on February 05, 2025, 03:08:49 PM »
Hi Guys we are about to relase the game on the 21st Feb , yep I know its soon but we have a few steam codes and found this forum and wondered if anyone would like to try the game before release and give feedback? Apologies as we do not have many
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Traditional Roguelikes (Turn Based) / Re: AngbandTK - Nightshade Forest mod
« Last post by getter77 on February 03, 2025, 12:07:40 PM »
Impressive doings.  8)
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Traditional Roguelikes (Turn Based) / AngbandTK - Nightshade Forest mod
« Last post by night on February 03, 2025, 02:56:24 AM »



NIGHTSHADE FOREST

In the Tolkien legendarium, Nightshade Forest was a region of haunted woods near the fortress of Angband. True to its name, the Nightshade Forest tileset for AngbandTK takes the fight against Morgoth outside the dungeon and into a lore-accurate open world setting.

Download:
github[dot]com/archaion/Nightshade-Forest
nexusmods[dot]com/angbandtk/mods/1


ABOUT

Based on the AngbandTK graphical roguelike, this mod introduces a completely revamped high-definition isometric tileset. It also changes the names of various monsters and races to be more appropriate for the setting, makes all classes playable for every race, and reconfigures a few of the sound effects. The game is optimized for viewing at 800 x 600 and most options are preset for convenience, but these settings can be changed in the Options menu or by adjusting them manually. For gameplay instructions, see the Help menu.

Credit goes to Tim Baker for AngbandTK, David E. Gervais for the original tileset, and the Angband team for inspiring this project.


CHANGES

- All environment graphics completely overhauled
- New sprites for six monsters using the wrong tileset
- Higher quality player sprites with better colors
- Lore-accurate races and character backgrounds
- Class restrictions removed for all player races
- Improved designs for shields, scrolls and staffs
- Realistic new sprites for most canines and felines
- A few minor changes to various other monsters
- More appropriate sound effects for townspeople
- Ambient sound effects for dungeon areas


NOTES

Included in this release is the latest version of OmnibandTK, which contains multiple variants of Angband. This mod has been created for AngbandTK specifically, and has not been tested with the other variants.


CONTACT

night@pointedulac.net


SCREENSHOTS

















100
Player's Plaza / Re: Ever felt weird playing a roguelike?
« Last post by WraithGlade on January 22, 2025, 09:21:37 PM »
This is an interesting discussion.

It's not too often that one finds roguelike threads discussing whether a game's design makes the player feel alienated in some subconscious way or not.

There are cases were I don't mind weird mechanics and game feel, but there are also other cases where it does bother me.

I think it is a nuanced kind of thing overall and depends on how all the pieces of the game fit together overall, like so many other things in game dev.

Games certainly don't need to correspond to reality, or even a fictional reality, but that doesn't change the fact that sometimes things can feel out of place and could have been done in a more natural feeling and compelling way.

This thread was good food for thought. I will try to remember it for my own upcoming roguelike project that I'm just starting but have been wanting to make for the past decade. It should be fun getting back into dev more tangibly!

And, even though this forum gets way less activity than it once did (like many forums), I am happy that this (and other forums) still exists and is alive. The more traditional forums remain active the better, because social media in contrast socializes far too much power of censorship and groupthink in the hands of just a few entities.

I've always loved traditional forums a lot more than social media and they are a lot less anxiety inducing and so it is good to be back after so long!  :D
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