Author Topic: Red Rogue (now at v1.0.7)  (Read 5355 times)

getter77

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Red Rogue (now at v1.0.7)
« on: December 27, 2012, 01:16:11 AM »
http://st33d.itch.io/red-rogue
http://www.redrogue.net/

   
Quote
1.0.1

    -Fixed quest list breaking when quest completed

    1.0.2

    -Fixed clone portal debugging key being active

    1.0.3

    -Fixed rendering crashes when enchanting (caused by optimisation to rendering equipment layers).
    -New quests highlight quest menu.
    -Quest completion walks out of quest menu and sets selection to 0. Fixed teleported Horror crashing game.
    -Horror now unaffected by gates.
    -Fixed potential error in polymorph effect.
    -Fixed potential error from use of xp effect via chaos rune.
    -Bricked eating chaos runes in areas.
    -Fixed drop option becoming locked after viewing cursed item.
    -Bricked chaos armour activity in areas.
    -Healing now creates blood-type coloured sparks that rise up.
    -Fixed multiple invisible armours eating each other's image buffers.
    -Items dropped inside a wall are teleported out to a random location (a message is printed in the console).
    -xp rune can now be used at level 20 to simply effect a quickening (previously unusable at level 20).
    -Added sanity checks to Horror AI to avoid null-target bugs.
    -Overridden applyDamage and applyStun on Gate and Horror - just in case.
    -Gates no longer allow enchantment from missile weapons.
    -Konami code lives now reset on full reset.
    -Fixed inventory duplication when quitting to title screen.
    -Lore unlocked now cleared on hard reset.
    -End game checks for the husband now depend purely on UserData settings.
    -Level completion total only raised by spawning golems when the level is not completed.
    -Fixed throwing weapon stats not being applied when thrown.
    -Balrog now takes half damage from quickening.
    -Elite monsters now take half damage from holy runes.
    -Holy explosions now deal half the health of the target as the initial damage instead of full.
    -Fear enchanted missiles now black and drop crawling drips.

Fine looking update!   8)
« Last Edit: November 22, 2015, 01:24:51 PM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

getter77

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Re: Red Rogue (now at v1.0.7)
« Reply #1 on: November 22, 2015, 01:26:32 PM »
v1.0.7  8)

Quote
Hello again.

This past year I’ve been convalescing. I had put myself in a position where I was receiving a lot of advice. The result was that I was patronised to a pulp. Too much advice makes you feel like no one likes you for what you are. So it was harder than usual to be around people. Tabletop roleplaying games has been a big part of my recovery. It reminded me I’ve my own roleplaying game to finish.

I can hear my old PC from where I sit typing this on my Mac. Whirring away like some small hovercraft. I can’t compile Flash on the Mac - the toolchain is a mess. So I’ve been sitting on my bed after heaving several kilos of Asus on to my lap before debug, debug and debug. But here we are, ever so slightly more stable. So what’s new?

-Various serious bugs have been fixed.
-Added an option to turn off screenshake in settings.
-Added option to select any of Nathan Gallardo’s excellent music to listen to from the soundtrack
-Weapons now have Slash, Pierce or Crush effects. Slash weapons allow the a chance to pass through an enemy when you hit them. Pierce weapons can do the same. Crush is sort of an added knockback effect. I added these to emphasise Red Rogue’s focus on blocked paths. Other roguelikes are often about avoiding conflict, whereas in mine it’s impossible to do so.
-Horrors spawn as the level is explored. The last version rewarded Scrubbing - tediously scraping the entire level clean of content. It’s not that I felt this should be punished. It just wasn’t challenging - I felt the dungeon should at least fight back against you mastering it.
-Numerous extra bits of code to make the Android tablet version work were added. Your mileage may vary on these - I’m afraid I’ve done the bare minimum for Android but may revisit it after I’ve had ample feedback.
-Changed gender of vampire to female. Even though the main character is a lady, the roster of characters is still a sausage party. Game worlds feel artificial enough without depriving them of women.
-Added a new bonus weapon: The Sarkeesian. When you attack a male monster with it, it gets transformed into a female monster… For better or worse I cast Red as a woman because I was bored of casting men in the lead role. So I feel like that’s a thing, that she was a woman for the sake of being a woman. I believe it was a positive change, even though gender for gender’s sake is not a compliment. As this is a part of Red’s identity, you can now do what some people fear will happen to all videogames: throw a feminist icon around to take away all the boy’s willies.

I hope you all have fun with the latest version. Above all, I hope it doesn’t crash.
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

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Re: Red Rogue (now at v1.0.7)
« Reply #2 on: November 23, 2015, 11:41:31 AM »
Really cool. Was just watching Game HUnters video on it the other day and got back into it myself. was also thinking it work work well on android.

I checked out the android version and it does work pretty well. Swipe controls are pretty good. Would just be nice if the menus had touch control as well instead of using swipe and if it were possible to zoom in a bit. The game is pretty small on a phone. Still a pretty good port though.

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Re: Red Rogue (now at v1.0.7)
« Reply #3 on: November 23, 2015, 04:43:04 PM »
Nice update.

Legend

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Re: Red Rogue (now at v1.0.7)
« Reply #4 on: November 24, 2015, 05:48:33 AM »
Been really enjoying the android version. The only other thing needed, I think, besides the couple things I mentioned before, is that the game needs a way to properly exit the game.

I hope the dev read the posts and continues to fine tune it and others give him feedback.

Also found a bug in the android version. A bug where the menu is no longer accessible. I can still move the character, enter and exit the menu, but it can't be navigated. There appears to be text jumbled behind the menu when this happened. Not sure what caused this unfortunately. Only happened once so far. Using a keyocera hydrolife with android 4.3.
« Last Edit: November 24, 2015, 07:04:18 AM by Legend »