Poll

So, who thinks this game should have its own music?, i got an offer that is difficult to refuse.

Yes
5 (83.3%)
NO, because i play my own.
0 (0%)
No, because i find it distracting.
1 (16.7%)
I dont care
0 (0%)
This game looks awesome
0 (0%)

Total Members Voted: 5

Author Topic: RogueLegends  (Read 58928 times)

Untrustedlife

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Re: RogueLegends
« Reply #45 on: December 02, 2012, 02:34:26 AM »
public : once i get winning and quests fully implemented (and maybe potions and identification down flat) and MUSIC done (my composer) just got into FULL contact with him today so it will be awhile)

Alpha: once i get support for multiple realms per level (and 2 overworld realms)/ a ton of new enemies/more things to do in both the realms and the dungeon (and the overworld)

Beta:
once i get most of my goals down ( (in general) but me and my friend will probbably have more by this time (indefinite project?)

It will be updated for quite awhile if things go well and i will abandon it and release source after that so people can add what they want) ( i may keep in contact but i have bigger more advanced things to do ( i started a side project recently which i think is very promising .. AND 3D and simulates body parts individually)

getter77

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Re: RogueLegends
« Reply #46 on: December 02, 2012, 04:25:29 AM »
Sounds like a solid plan, just a matter of your usual rapid attacking of the checklists to come there and a bit of time.   8)
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #47 on: December 02, 2012, 04:55:41 PM »
What happens when i press the wrong button when consuming food (or attempting to), you have to pay attention to what you do in our game..

« Last Edit: December 05, 2012, 07:09:49 PM by Untrustedlife »

Untrustedlife

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Re: RogueLegends
« Reply #48 on: December 05, 2012, 07:08:59 PM »
added a new enemy (cavespider) he has poison attacks, but you dont always get poisoned
he is agressive to all (insect) based creatures and humans  ;)

the fact that the player can be poisoned now (by varying types of poisons that i can customize) means that i am 1 step closer to potions


The game has also been copywrited under creative commons, so i can release it whenever i want now without people stealing my (and my dev teams) stuff.

(sorry about the lack of massive updates, I have been distracted a bit by minecraft 1.4.5 (and the mods for it) )

Untrustedlife

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Re: RogueLegends
« Reply #49 on: December 09, 2012, 06:34:14 AM »
Added raptors and Giant Spiders and fixed the pack-systom  ;D spiders and lizards hate each other lizards (the only lizard right now being a raptor) hate insects and spiders and humans. both creatures spawn in packs of up to 5 (rarely 5) usually 3

I need your guys's help coming up with new enemies while im adding them, go ahead and come up with some and suggest them (dont worry how difficult it sounds, i can probably make it (or at least try)) Do high fantasy (but not sterotypical high fantasy) thanks in advance

getter77

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Re: RogueLegends
« Reply #50 on: December 09, 2012, 12:57:51 PM »
Um...Weretigers.
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #51 on: December 09, 2012, 10:39:23 PM »
that would be fun to make    :D

Untrustedlife

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Re: RogueLegends
« Reply #52 on: December 23, 2012, 10:46:28 PM »
Sorry for the long amount of time since the last update (ive been busy)  well I have added MANY new monsters, I have added several new special rooms, i have also almost finished adding potions :P

getter77

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Re: RogueLegends
« Reply #53 on: December 24, 2012, 02:41:34 AM »
No problem, and well done on the latest gains.   8)
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #54 on: January 24, 2013, 06:40:04 PM »
Hey guys, Some greatness about the game for you, the music will be in by Saturday (most likely)  :D also, again i got distracted but i will start working on this hardcore again, i hope you are all still interested. Ill be finishing up some thing tonight (no spoilers) and maybe will release a stable game by sunday , thanks for your patience :D

getter77

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Re: RogueLegends
« Reply #55 on: January 25, 2013, 03:30:39 AM »
Always a good time for a promising project.   8)
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #56 on: January 25, 2013, 02:09:19 PM »
Always a good time for a promising project.   8)

Thanks, i was worried everyone will had lost interest.

last night and the night before i was implementing a new feature.
In order to implement the newest feature i had to work at my code a LONG time. (what i added caused errors) but i fixed every single one of them.

I also played up to dlevel 17 on the main dungeon, it was challenging and fun (which means its perfect) ( i couldnt finish it because I had school tomorrow) One thing you might not know (and this feature has been in since the first month i was developing this), the dungeon becomes more and more complicated the deeper you go, at dungeon level 1 it can sometimes have only 3 rooms (crazy huh) but by level 25, the dungeon is basically an underground labyrinthine city.

im not sure how a non-werewolf could fare in this situation. But i hope to see (as when i played it last night i became a werewolf at about dlevel 13).


Before i release i might add a vampire tag (not sure yet though)

what do you think?

getter77

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Re: RogueLegends
« Reply #57 on: January 25, 2013, 04:45:17 PM »
A strong first release, to a sensible degree, is always a good idea----satisfaction with that snapshot in time as well as yourself having tried a variety of playstyles successfully beforehand would contribute nicely to the end result I'd think.

Interest in the Roguelike scene is a fluid thing at a certain point---generally for most projects it flares up in proportion to the size and frequency of releases, groups that latch onto it such as Bay12 folks, and generally waxes and wanes from there outside of hitting it relatively "big" and getting a nice community going that keeps at it in the middle and throughout.

So, don't lose heart, take it in stride, and keep at the fine work ever chasing that growing audience of players.   :)
Brian Emre Jeffears
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Untrustedlife

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Re: RogueLegends
« Reply #58 on: January 29, 2013, 04:33:48 AM »
 ;)



I added stacking , colored inventory, potions, potion identification, a better dungeon enemy propagating script (now based on the number of hallways instead of the old formula), Special skill leveling up and special XP's (roguishness,perception,smoothness etc.)  A better way of checking your current effects ( poisoning,  lycanthropy diseases etc.), i also polished up the UI majorly, i am going to add inventory sorting next  (p to view potions etc.) very very productive weekend and Monday ( i also added more, but you will have to wait till i release it to see those (dont worry if all goes right the specially made soundtrack will be finished by my composer (Alan Buxbaum) in one weak (he got busy so we had to push it up a week, sorry) (after which i will release ALPHA) YEA :P
« Last Edit: January 29, 2013, 04:50:34 AM by Untrustedlife »

Untrustedlife

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Re: RogueLegends
« Reply #59 on: January 29, 2013, 02:07:06 PM »
Would you guys be ok with me releasing it without the music at first (maybe put in some filler music until Alan is done with the music?