Author Topic: Red Rogue  (Read 45798 times)

st33d

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Re: Red Rogue (platformer roguelike)
« Reply #30 on: July 01, 2012, 07:40:15 PM »
This is the drop-kick-smite in action:



Yet again, the character AI is way better at this than humans.

kraflab

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Re: Red Rogue (platformer roguelike)
« Reply #31 on: July 01, 2012, 09:37:58 PM »
Hey, I just had an interesting idea I thought I would share.  Have you played demon/dark souls?  In those games, players can leave short messages on the ground or by walls such as "powerful foe ahead" or "beware of trap".  I thought, since red rogue has messages already, it might be an interesting thing to add.  Of course then you'll have to have a server running that keeps track of which dungeons have been generated and shares them with people playing at around the same time, so it might be a lot of work.  Another thing from those games is having blood stains of defeated characters showing up in other people's worlds, which would also be very cool.  It's just something to think about.

st33d

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Re: Red Rogue (platformer roguelike)
« Reply #32 on: July 02, 2012, 01:44:29 PM »
I've started doing Google Analytics event tracking to see where players are dying and what parts of the game they've explored.

It's free, very simple to set up, and you can send events for pretty much any old data as three strings that group them into categories, actions and labels.

Code: [Select]
/* Sends information to the Google Analytics tracking widget on the home page of redrogue.net */
public function trackEvent(action:String, label:String = "", value:int = 0):void{
var params:Array = ["_trackEvent", "game_events", action, label, value];
if(allowScriptAccess){
ExternalInterface.call("_gaq.push", params);
}
trace(params);
}

I'm trying to find out how to fetch that data from their API. I think it would be really interesting for the game to become moulded by the player hive mind.

st33d

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Re: Red Rogue (platformer roguelike)
« Reply #33 on: August 12, 2012, 01:51:37 PM »
Current release is stable enough for me to announce that the game will now save all of your menu settings (including Lore unlocked).

Also:

Portals are now permanent. That means you can create permanent shortcuts to later levels and move the underworld portal to that level where you keep losing the minion (the underworld portal resurrects the minion).

And:

A Shiren the Wanderer warehouse mechanic! In the story the underworld and overworld are supposed to exist "outside of time". That means you can drop off as many items as you like in there and grind up a suitable arsenal. Keep in mind that you have to leave a level for the game to save your item collection to the save file.

I'm currently working on save and quit so you'll be able to go for a decent dive and then come back to the game later.

st33d

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Re: Red Rogue (platformer roguelike)
« Reply #34 on: October 10, 2012, 06:36:58 PM »
The game is now at the bugs and polish stage. I've got some outstanding issues to fix, then I need to let the game cool down before playing the shit out of it to make sure it's stable and balanced for release.

Lots have been added since I last posted. Mostly bug fixes:

Altars to Rng: basically like magic slot machines - more a way for me to show off mechanics that are hidden by esoteric usage of runes really. Encourages players to experiment with magic to replicate the altar's effects.
Torches: I realised that the Dungeons is a low CPU area so I could afford some lights to help new players explore. It also helps make the Sewers feel different.
Endings: Multiple!
Saving: The game saves every at every level now, you can continue from the title screen.
Start in Dogmatic Mode: The option is there from the title screen so everyone can be a purist about the mechanics.
Easter Egg Items: Tribute items for people who have helped tune the game.
Elite mobs: With special powers and yummier loot.
The Boss: A sneaky bastard who's too smart to fight you directly.
Various UI and Balance Shit: Lots and lots of little tweaks and bug fixes across the game.

st33d

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Re: Red Rogue (platformer roguelike)
« Reply #35 on: December 01, 2012, 10:45:08 PM »
Will be releasing this Tuesday December 4th.

Here's the links to the final versions, Red Rogue is now a desktop game (I'll be moving the online version to Newgrounds and Kongregate, redrogue.net will become a resource that loads on any browser).

OSX: https://s3.amazonaws.com/redrogue/redrogue.app.zip
Windows: https://s3.amazonaws.com/redrogue/redrogue.exe.zip
SWF file: https://s3.amazonaws.com/redrogue/redrogue.swf.zip

Haven't got a Linux build yet unfortunately. Hoping the internet will step in and offer to help convert the SWF with this player:

http://fpdownload.macromedia.com/pub/flashplayer/updaters/11/flashplayer_11_sa_debug.i386.tar.gz

guest509

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Re: Red Rogue
« Reply #36 on: December 01, 2012, 11:52:00 PM »
  Hey Congrats! A finished game. Very much awesome.

getter77

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Re: Red Rogue
« Reply #37 on: December 02, 2012, 02:04:52 AM »
Fantastic!
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Untrustedlife

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Re: Red Rogue
« Reply #38 on: December 02, 2012, 02:37:57 AM »
Awesome.. good job at finishing the game, downloading, now.

st33d

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Re: Red Rogue
« Reply #39 on: December 04, 2012, 01:04:43 PM »
All done, we're live. Thanks for playing everyone.

Here's that Linux build link: https://s3.amazonaws.com/redrogue/redrogue

Bear

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Re: Red Rogue
« Reply #40 on: July 02, 2014, 02:14:38 AM »
Okay, I'm necroing this thread just to say: 

I don't usually like sidescrolling platformers, but this plays well, the thematic elements work, and the writing gets ten out of ten for aweseomely creepy.  Good Job Steed!