Author Topic: Red Rogue  (Read 45800 times)

st33d

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Red Rogue
« on: September 04, 2011, 12:25:25 PM »
I've a dev-log for this over at TIGSource but I thought I'd let rogue-likers know about this as well.

Red Rogue is an attempt at a platformer-roguelike. It's written in Flash/Flex and it's open source.

This is a link to the latest in-progress build

This is a link to the source code on GitHub

Please bear in mind that this is a work in progress and I'm currently doing a massive overhaul of the physics engine and will be dropping the crush-insta-kill mechanic in favour of a knockback-stomp. I'm also working on the AI, which is why the monsters are funny colours (to communicate their AI state).

How to Play

Use cursor keys to move and space to open the menu. There is no jump.

Use cursor keys to control the menu.

You and your skeletal minion kill things by walking into them (just like Rogue). Press up to collect items. Using stairways is accessed via Actions in the menu.

Equipment: Manage your weapons and armour from Inventory in the menu.

Spell casting: Runes can be eaten, thrown or used to enchant armour or weapons. Each use does a different thing, but enchanting items always confers a permanent effect.


Hope you have fun with what's in there so far. I'm currently slaving away at lot of improvements like a new renderer, a new - seedable random number generator (share dungeons!) and more stable physics. Not to mention that I want 20 monsters, 20 weapons, 20 armour and 20 spells over 20 levels in the final game and there's only 6 levels of content so far.
« Last Edit: December 01, 2012, 11:27:10 PM by st33d »

jim

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Re: Red Rogue (platformer roguelike)
« Reply #1 on: September 04, 2011, 02:23:57 PM »
Charming! There's a lot of love in this game. The "Quickening" thing made me grin every time, and the characters were adorable. The fact that your pet is a skeleton and that everything but blood is in black and white made me feel like I was a cute little gothic villain, so I enjoyed hunting down the baddies mercilessly. And the dagger gouging into your menu selections is awesome.

The head-squish mechanic I have mixed feelings about. On the one hand, it does allow you to really strategize (something that might otherwise be difficult given the layout of your game), but it's also kinda stressful that you're always one randomly dropped goblin away from instadeath. I might rather see instadeath turn into a critical hit, there. Might also consider auto-binding search and disarm.

st33d

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Re: Red Rogue (platformer roguelike)
« Reply #2 on: September 28, 2011, 03:25:18 PM »
Cheers.

Stomp-stun is in the current build now. Currently improving the AI, will then get on to adding more content.

Psiweapon

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Re: Red Rogue (platformer roguelike)
« Reply #3 on: September 29, 2011, 09:39:00 AM »
Oh wow this is lovely <3
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st33d

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Re: Red Rogue (platformer roguelike)
« Reply #4 on: October 07, 2011, 08:29:19 PM »
Woo, sprites!


st33d

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Re: Red Rogue (platformer roguelike)
« Reply #5 on: October 16, 2011, 02:59:17 PM »
Screen shot of the overworld:



Finished a shit load of artwork and animations. Just about ready to jump back into coding (which will involve creating a new assets archive first).

Bear

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Re: Red Rogue (platformer roguelike)
« Reply #6 on: October 16, 2011, 03:55:50 PM »
That's not really Maura and Clango, is it?  Just a random couple that looks like them from a distance?


st33d

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Re: Red Rogue (platformer roguelike)
« Reply #7 on: October 22, 2011, 02:41:54 PM »
Update: default key bindings in - check the instructions link below the game. Also - ground work for throwable weapons is in. You can currently throw daggers. Also revamped the hot-key system.

st33d

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Re: Red Rogue (platformer roguelike)
« Reply #8 on: October 23, 2011, 08:36:01 PM »
Overworld finished. Exit upwards on level 1 to check it out.

Also added new rebuilt asset library. This means I can start adding new races, items and spells.

Next step: update github source code (it's vastly different to the current state of the engine).

st33d

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Re: Red Rogue (platformer roguelike)
« Reply #9 on: October 26, 2011, 11:13:23 PM »

st33d

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Re: Red Rogue (platformer roguelike)
« Reply #10 on: November 03, 2011, 01:08:29 PM »
Aaand you can play it fullscreen now.

Been fixing a lot of bugs and adding features like infravision goggles and the leech spell.

Working on making the portal spell at the moment. Which requires a lot of work re-jigging the engine to buffer levels either side of the portal. It's a tough job, but it's going to add a whole new world of game play.

st33d

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Re: Red Rogue (platformer roguelike)
« Reply #11 on: November 24, 2011, 08:56:48 PM »
Just to update:

All of the races and items are in. Their special abilities have not all been installed but you can at least have a look at them with the debug menu. Their stats haven't been put in properly either, I'm going to try get extra spells in and round off each one at a time.

Decapitated heads can be crushed to produce "faces". Wearing a face turns you into that monster with its abilities and weaknesses (a sort of limited polymorph item). The disadvantage being that it counts as the armour you're wearing whilst you have it on.

Added a portal spell recently that can be eaten to open a permanent gateway to the surface to heal yourself, can enchant a weapon with random extra enchantments - but also sends it through a portal to a new mini dungeon where you have to retrieve it from, and it does other things too. So that's 10 spells out of 20 done!

I've also added menu enhancements such as guide arrows, menu movement speed settings, scrolling long names and a screenshot option.

Oh, and I've got creepy music and weird sliding walls called chaos walls that force you to explore more thoroughly. Later on the chaos walls will do nasty things like explode and spawn golems (I've yet to implement this but I'm looking forward to it).

getter77

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Re: Red Rogue (platformer roguelike)
« Reply #12 on: November 24, 2011, 10:54:00 PM »
Sounds like fine work being done there---keep at it!   8)
Brian Emre Jeffears
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Re: Red Rogue (platformer roguelike)
« Reply #13 on: November 26, 2011, 05:41:35 AM »
Neat game! I need to spend a bit more time with it, but so far I've been very impressed.
"What does anyone want but to feel a little more free?" -gy!be

Pueo

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Re: Red Rogue (platformer roguelike)
« Reply #14 on: November 30, 2011, 08:06:23 PM »
Very well done!  :D
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