Author Topic: Rogue's Souls (now at Alpha v0.961)  (Read 32988 times)

getter77

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Rogue's Souls (now at Alpha v0.961)
« on: August 03, 2012, 03:36:55 PM »
http://indierpgs.com/2012/07/rogues-souls-announced-playable-alpha/
http://forums.tigsource.com/index.php?topic=26781.0  Dev log thread

Quote
Hey guys, this game has been my pet project since early April now. It's a roguelike and it's loosely inspired by Demon's Souls and Dark Souls as well Brogue and DoomRL. The focus is on tactical combat. The central mechanic is the stamina system used for things like attacking, blocking and running.

The current version is intended as a sort of teaser and features 12 dungeon levels. Instructions can be found in the manual.txt inside the zip file. A custom tileset as well as mouse controls are planned for the final version.

v0.51

Quote
-New healing system: dropped and purchased health flasks have been removed. instead you now have 1 health flask that can be used 4 times and gets refilled at every altar

-You can now return to the title screen from the character select menu
-Added yes/no question when quitting the game

-Fixed a crash bug related to monster level scaling
-Fixed several typos in the data files

That's a fine list of things to be inspired by----here's hoping dev remains lively and potent!   8)
« Last Edit: April 14, 2014, 11:59:31 AM by getter77 »
Brian Emre Jeffears
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jim

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Re: Rogue's Souls (now at Alpha v0.51)
« Reply #1 on: August 07, 2012, 09:36:37 PM »
Roguelikes and the Demon's/Dark Souls games are like... two things that I really enjoy. A lot. This has better be freaking awesome.

CAsinclair

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Re: Rogue's Souls (now at Alpha v0.51)
« Reply #2 on: August 09, 2012, 05:16:19 PM »
Hey guys, developer of Rogue's Souls here! I just saw that my game was featured on Indie RPGs and posted on this forum.

Rest assured that I am both lively and potent. Right now, most of what I'm doing is balancing, bugfixing and accessibility-related stuff, so the next build probably won't exactly be a revelation in terms of new features and content, but will hopefully be more pleasant to play. The current version is enjoyable I guess, but has some serious balancing issues on later levels.

Also just noticed that the 5 level thing is way out of date, the 0.51 build actually features 12 levels.

Best,
Chris  :)

getter77

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Re: Rogue's Souls (now at Alpha v0.51)
« Reply #3 on: August 09, 2012, 06:54:02 PM »
Welcome and keep at it!   8)
Brian Emre Jeffears
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Re: Rogue's Souls (now at Alpha v0.51)
« Reply #4 on: August 16, 2012, 09:30:43 AM »
So yeah, I just released the new 0.6 build of Rogue's Souls! Download right HERE



The most obvious change is the new tileset, kindly made for me by a fella called Jerom (https://twitter.com/jeromBD), but there are a ton of other improvements as well, most of them interface, balance and bug-related.

Here's the full changelog:

Code: [Select]
-New tileset by Jerom!
-Support for multiple types of wall tiles (just for visuals)

-Added different types of ranged weapons and projectiles for player
-As a result, player now has one quiver for each type of ammo
-Added lowering and raising shield

-New starting class: The ranger
-New weapons, armor and dungeon tiles

-Maximum number of healing flask uses now increases at certain altars
-Healing flasks now restore 75 HP instead of 50
-Some starting classes now start out with secondary weapons readied
-Chests are now more likely to contain useful items

-No more separate "apply" and "equip" commands. "a" now does both
-Ammo packs are now quivered automatically
-Soul vessels are now used automatically
-The manual can now be viewed in-game using F1
-Added descriptions for starting classes
-Item tiles are now shown on inventory screen
-Readied weapons are now shown on inventory screen
-Item stats are now compared on inventory screen
-Messages are now wiped every time the message window disappears
-Remaining on the same dungeon tile (chest, altar etc.) for multiple turns only triggers the corresponding message once

-Fixed a crucial bug concerning trapped chests
-Fixed a bug where buying items from a merchant could mess up equipment
-Items lying in doorways can now be picked up
-NPCs now turn hostile again when attacked
-Several other bugfixes

-Made equipment more expensive
-Toned down Goblin Scout and Minor Ember Demon
-Made projectiles and projectile spells reduce target's block chance
-Gave projectile spells higher accuracy bonus
-Various other tweaks

Have fun!  ;)

getter77

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Re: Rogue's Souls (now at Alpha v0.6)
« Reply #5 on: August 16, 2012, 12:23:24 PM »
Tis a fine changelog this....well done indeed and may that momentum keep a flowin'!    8)

Are you going to try to take part in ARRP 2012?  http://roguebasin.roguelikedevelopment.org/index.php/2012_ARRP
Brian Emre Jeffears
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Re: Rogue's Souls (now at Alpha v0.6)
« Reply #6 on: August 17, 2012, 02:40:14 AM »
This game is pretty cool. Any way to switch  back to ascii mode though for those of us who prefer it?

It would be nice if when firing among multiple targets, if there was a way to automatically fire at the same target that you picked last. Like using "f" for regular fire and "F" for firing at the last chosen target.

It would be nice if the class section of the help screen actually listed the starting equipment for each class.

There was a dropped soul next to an open door. I couldn't pick it up and consume it while standing on it or in the same space as the door. I had to go outside the door, press "space" and point in the direction of the door with the soul on the other side, then when the door closed, the soul was consumed.

CAsinclair

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Re: Rogue's Souls (now at Alpha v0.6)
« Reply #7 on: August 17, 2012, 11:37:01 AM »
Quote
Are you going to try to take part in ARRP 2012?  http://roguebasin.roguelikedevelopment.org/index.php/2012_ARRP
Sure!

This game is pretty cool. Any way to switch  back to ascii mode though for those of us who prefer it?
Yep! Just open settings.ini and change the line "gfxfolder=tiles_new" to "gfxfolder=ascii" (a proper options menu is one of the planned features for the next build).

Quote
It would be nice if when firing among multiple targets, if there was a way to automatically fire at the same target that you picked last. Like using "f" for regular fire and "F" for firing at the last chosen target.
Good call, I'll do that. I've also been thinking of making the target selection cursor automatically default to the last target, given it's still alive and in range.

Quote
It would be nice if the class section of the help screen actually listed the starting equipment for each class.
Considering it.

Quote
There was a dropped soul next to an open door. I couldn't pick it up and consume it while standing on it or in the same space as the door. I had to go outside the door, press "space" and point in the direction of the door with the soul on the other side, then when the door closed, the soul was consumed.
Yeah, that's a problem with the game prioritizing opening and closing doors over picking up items at the moment. You could probably still have picked up the soul while standing on it by pressing the interaction key and then the wait key (Numpad 5 or "."), which interacts with the tile you're standing on

Anyway, thanks for the nice feedback!  :)

getter77

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Re: Rogue's Souls (now at Alpha v0.6)
« Reply #8 on: August 17, 2012, 12:18:03 PM »
Great, more the merrier!  I'd also say it'd be good to throw up a page here to get noticed by more of the players out there as the main hub for keeping track of what's available and all:

http://roguebasin.roguelikedevelopment.org/index.php?title=Main_Page
Brian Emre Jeffears
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CAsinclair

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Re: Rogue's Souls (now at Alpha v0.6)
« Reply #9 on: August 17, 2012, 03:02:46 PM »
I actually did just that a minute before I saw your post.  ;D

getter77

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Re: Rogue's Souls (now at Alpha v0.6)
« Reply #10 on: August 17, 2012, 05:56:51 PM »
Heh, good times!   8)

Seeing as how you're knocking things out left and right, do you have a roadmap of sorts in mind for the grand vision to come alongside nearer-in-time doings? 
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Re: Rogue's Souls (now at Alpha v0.6)
« Reply #11 on: August 17, 2012, 08:51:31 PM »
I wrote a feature list back when I first started working on the game. Haven't looked at it in months, but I think so far I've been following it for the most part. Basically I have a rough outline of what I want in the game and make up the specifics as I go along.

In terms of mechanics, the game is mostly feature complete, so I'm concentrating on content design and interface stuff at the moment. The scope isn't huge. I'll hopefully reach 1.0 by the end of the year and after that it's just adding stuff when I feel like it.

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Re: Rogue's Souls (now at Alpha v0.6)
« Reply #12 on: August 18, 2012, 11:01:54 AM »
Just released a quick new new build (0.61) to fix some critical bugs and implement some of people's easier suggestions.

Download here

Changelog:
Code: [Select]
-Text windows now have outlines
-Ranged targeting now defaults to last target (if available)

-Fixed a critical level generation freeze bug
-Fixed a bug where armor stats were displayed incorrectly
-Fixed picking up items in doorways
-Two-handed weapons can now be unequipped without equipping another weapon
-Giant bats now drop souls
-Fixed some typos in the data files
-Fixed health and and stamina potion tiles in new tileset folder
-Updated some outdated info in the manual

-Made enemies slightly more aggressive
-Various other tweaks

Have fun!  :)

getter77

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Re: Rogue's Souls (now at Alpha v0.6)
« Reply #13 on: August 18, 2012, 12:55:18 PM »
Nicely done quick work there!   8) 8)
Brian Emre Jeffears
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Re: Rogue's Souls (now at Alpha v0.61)
« Reply #14 on: August 20, 2012, 07:13:47 PM »
Released a new minor build (0.62), mainly to fix another crash bug I came across while playtesting. I threw in some other small improvements as well.

Download link: http://dl.dropbox.com/u/3725770/roguessouls_0.62.rar

Changelog:
Code: [Select]
-Added some new dungeon tiles

-Fixed a crash bug related to NPC placement
-Fixed some corrupted data files

-Removed ring of the eagle from Soldier starting equipment

-Slightly reduced the game's memory footprint

-A few small tweaks