Author Topic: Rogue Legacy (now at v1.2.0) $  (Read 12372 times)

getter77

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Rogue Legacy (now at v1.2.0) $
« on: May 25, 2013, 01:34:19 AM »
http://www.indiedb.com/games/rogue-legacy
http://cellardoorgames.com/blog/
http://steamcommunity.com/sharedfiles/filedetails/?id=136969358

PC...with Mac and Linux editions still to come.  $15 via  http://www.roguelegacy.com/

Quote
Rogue Legacy is a 2D platforming genealogical roguelite. You must traverse a procedurally-generated castle to uncover the secrets of your cursed heritage. You have only one chance though, as there is no redemption from death. Fortunately your lineage spawns like bunny rabbits, and there are plenty of successors willing to pick up the sword. Unfortunately genetics aren't a perfect science, resulting in children who suffer from a variety of different traits, such as blindness, dyslexia, and even irritable bowels syndrome. Do you have what it takes to uncover your family's history and redeem its honor?

Why not check out Rogue Legacy? We're a (very) small team that's been working on this game for the last year and a half.

Here's what Rogue Legacy IS:

    A procedurally generated adventure. Explore new castles with every life.
    Rogue-lite. Your character dies, but with each passing your lineage grows and becomes stronger.
    Tons of unique traits that makes each playthrough special. Ever wanted to be dyslexic? Now you can!
    More than 8 classes to choose from (9)! Each class has unique abilities that change the way you play the game.
    Over 60 different enemies to test your skills against. Hope you like palette-swaps!
    Massive, expandable skill tree. Rack in the loot to upgrade your manor and give your successors a cutting edge.
    Oh yeah, there's a Blacksmith and an Enchantress shop but we forgot to show them in the trailer...
    Equip your heroes with powerful weaponry and armor. Or gain new abilities like flight, dash, and air jumping.
    Tons of secrets and easter eggs to uncover... or are there? Yes there are.
    Got a controller? Play with a controller. Big Picture ready.
    No waiting time. The game is virtually done, so we'll get it out as soon as it's Greenlit.
    Clowns.


Here's what Rogue Legacy ISN'T:

    Hitler


Please help us get this out there with a vote on Greenlight!
Or Hitler wins.

« Last Edit: December 17, 2013, 07:03:07 PM by getter77 »
Brian Emre Jeffears
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getter77

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Re: Rogue Legacy (Demo and full game available) $
« Reply #1 on: June 27, 2013, 07:55:12 PM »
The full game is now available for $15 via a variety of various portals and services.

Launch trailer:  http://www.youtube.com/watch?v=T0DKxOEikTs
« Last Edit: June 27, 2013, 08:20:38 PM by getter77 »
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Eben

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Re: Rogue Legacy (Demo and full game available) $
« Reply #2 on: June 27, 2013, 09:02:08 PM »
I've been playing the demo quite a bit and it is lots of fun.

It is not, however, much of a roguelike. It has randomly attached pre-made rooms and you die a lot.

It is totally a metroidvania game.

The child part is basically that you get a set of three characters with random attributes to choose from every time you start a run (after the first run). It's a nice change from run to run but if you really want to play some specific thing you'll have to just hope it randomly comes up.

Note that these comments are based on the demo version. Some of my comments may not reflect the full version.

getter77

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Re: Rogue Legacy (Demo and full game available) $
« Reply #3 on: June 27, 2013, 09:29:13 PM »
Well, they have their fun with the "Rogue-lite" angle as far as their self-proclaimed designation...and as is often the case...I reckon it close enough to the spirit of the thing at the end of the day.
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Re: Rogue Legacy (Demo and full game available) $
« Reply #4 on: June 27, 2013, 09:39:19 PM »
Well, they have their fun with the "Rogue-lite" angle as far as their self-proclaimed designation...and as is often the case...I reckon it close enough to the spirit of the thing at the end of the day.

I guess that's my point, it's not even close to the spirit, it only checks a couple boxes. Playing it feels like a twitch platformer, not like a tactical important decisions game.

Anyone who enjoyed Valley Without Wind would like it though (which includes me). Just don't want people thinking it's anything like top down roguelikes, or even Spelunky for that matter.

getter77

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Re: Rogue Legacy (now at v1.0.10) $
« Reply #5 on: June 29, 2013, 11:54:56 AM »
v1.0.10

Quote
**As a super safe precaution, you can always make a backup of your save folder:
Documents>SavedGames>RogueLegacy

Patch 1.0.10 Bug/Balance Fixes:

Major Changes:
- Back up saving Re-enabled. If your data gets corrupted (from power outtage or something), the game will load up a back-up save.
- Game will announce an error if it cannot save a file 3 times.
- People from Turkey can now play the game.

General fixes:
- Numpad now configurable in key bindings list.
- Trait Tourettes changed to Coprolalia
- Typo fix for Alektorophobia.
- Fixed exploit with invulnerable assassin.
- Fixed bug where saves no longer worked if you ran game with an argument passed in the command line.
- Fixed bug where Special class could lose their special spell.
- Fixed Boss sfx not being adjusted by SFX volume settings.
- Fixed carnival exploit with special class.
- Fixed Final boss fight making player clip through wall during cutscene in special places.
- Fixed special class having no spell delay.
- Fixed exploit with Barbarian special destroying all targets in carnival room.
- Fixed bug where game would sometimes crash when exiting outside entrance.
- Dragon armor bug fix. Armor raised from 68 to 78.
- Last boss drops 1 less mana pot.
- NG+ Difficulty raised slightly.
- NG++ Difficulty raised significantly.
- Down Strike Up text updated.
- Mage INT bonus reduced from 1.35x to 1.3x
- Fix 1×2 map with barrels letting player jump out of the world.
- Fix 2×3 map block spawn bug.
- Typo fixes in skill tree (assassin, miner, etc)
- Time stop mana drain tic rate raised from 7 to 8.
- Red teleporter random crash bug fixed.
- Fixed bug where Ice and Fire wizarsd projectiles would die in their hands if you ran into them.
- Dying death crash bug fixed.
- Fixed bug where game wouldn’t load properly if Game Config was empty.
- Security check to make sure game doesn’t run on RunGameOver
- Fixed bug where potion up and downstrike up descriptions were not updating properly.
- Min mana and health capped at 1. You can no longer go into the negatives.
- Fixed bug where hazards could deal 0 in special circumstances.
- Fixed bug with projectiles sometimes being fired backwards.
- Fixed bug where equipping blood equipment would screw up HUD in blacksmoith screen.
- Fixed bug with last boss where you could take damage if you were in a bad position when you beat him.
- Fixed bug with Last boss and time stop.
- Disabled all Class Skills in carnival room.
- Fixed bug with mana loss appearing if crowstorm was cast in an empty room.
- Dwarf holes removed in 2×2 room.

.a

Quote
Major Changes:
- Fix to backup saves to resolve issue with people crashing at start.

General fixes:
- Fixed game crashing sometimes on level load.
- Fixed Rhabdophilia achievement being earned at level start.
« Last Edit: June 29, 2013, 10:42:49 PM by getter77 »
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Re: Rogue Legacy (now at v1.0.11) $
« Reply #6 on: July 02, 2013, 12:07:21 PM »
v1.0.11

Quote
Major Changes:
- Fixed bug where the player could kill a boss and die at the same time.
- Fixed bug where saves were being made during system crashes, causing corruption.
- Fixed bug where game would crash when entering the lineage screen if the audio engine failed to initialize.
- Implemented another check for skill tree corruption.
- Fixed bug with back up save system if player data was corrupt from the very start.
- Fixed bug where back up save system didn’t work properly on corrupted maps and map data.

General fixes:
- Message box will now appear if the game crashes.
- Fiddled with save manager.
- Moved out the crashes to catch the constructor.
- Fixed bug where Paladins could block their own spells.
- Fixed exploit where player could drop through platforms while controls were locked.
- Fixed bug where impact effect resource pool ran out of resources.
- Typo fixed for Death Defy.
- Increased Item drop resource pool.

Balance Changes:
- Shinobi can no longer gain the timestop spell.
- Dragon firebell spam re-enabled.
- Knight Special drain rate tic raised from 3 to 6.
- Assassin Class spell initialization cost lowered from 10 to 5.
- Assassin Class spell tic rate raised from 5 to 7.
- Asassin mana pool lowered from 0.75 to 0.65.
- Barbarian Special raised from 15 to 20.
- Mage Int bonus lowered from 1.3 to 1.25
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getter77

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Re: Rogue Legacy (now at v1.0.12) $
« Reply #7 on: July 06, 2013, 12:12:29 PM »
v1.0.12

Quote
Major Changes:
- Added support for DirectInput controllers (toggle-able from options screen).
- Alexander will now spawn higher level mobs on NG+ and above.
- All bosses now break Paladin secret move, not just the final boss.
- Fixed bug where controller hardware was being polled too often, resulting in significant lag for some systems.

General fixes:
- Optimization tweaks to rendering. People should find a small improvement to framerate.
- Typo fixes to profile card crit chance.
- Fix to game sometimes crashing during Alexander fight.
- Fixed bug where beating the game with Calypso’s compass would crash the game.
- Fixed bug where architect fee could carry over to NG+
- Fixed bug with architect fee text overlap on NG+ bonus.
- Typo fixes in Journal, and Paladin, and Translocator spell description.
- Alexander boss floor and roof lowered to prevent him from going too low.
- Enemies that are split during timestop are now immune to timestop until it’s reactivated (Feature).
- Enlarged projectile pool.

Balance Changes:
- Architect fee raised from 30% to 40%.
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Re: Rogue Legacy (now at v1.0.12) $
« Reply #8 on: July 07, 2013, 02:36:21 PM »
I just bought it and it's pretty nice.  I agree with Eben that it's not much of a roguelike, though - it does have permadeath, but its 'character progression' system works through upgrading your family manor, which then gets passed on to your next character, so ultimately there's not much difference from a non-permadeath RPG.

It's definitely fun as a procedural platformer and the character traits are quite nicely done, so I do recommend it.

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Re: Rogue Legacy (now at v1.0.13) $
« Reply #9 on: July 21, 2013, 11:50:14 AM »
v1.0.13

Quote
Major Changes:
- Implemented some non-trivial optimizations to increase game performance.
(Smarter sprite batching)
(Merged several spritesheets to reduce texture swapping)
(Additional minor tweaks to reduce GPU load).
- Fixed bug where corrupt backup saves would get players into endless save corruption loops.
- Forced flushing to OS stream for backup files to (hopefully) reduce the chances of a backup save corrupting.

General fixes:
- Fixed bug where gold would very rarely go into the negatives, resulting in a crash.
- Removed normal mapping effects from the content pipeline.
- Fixed bug where you could exit the axe carnival room, resulting in odd game behaviour.
- Fixed bug where you could talk to shop keeps and architect while in mid-dash, resulting in a crash.
- Fixed bug where beating the last boss would zero out your traits.
- Fixed bug where money bags were not animating properly upon landing.
- Fixed bug where beating the game with the compass item would result in a crash when starting a new game.
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getter77

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Re: Rogue Legacy (now at v1.2.0) $
« Reply #10 on: December 17, 2013, 07:07:13 PM »
v1.2.0 Content Patch (and also good v1.1.0)

Quote
Patch 1.1.0 Bug/Balance Fixes

Major Changes:
- Mac and Linux versions have been added to this release!
- Added profile select functionality. You can now choose between three save game profiles.
- Added Mac/Linux team to credits.
- Jukebox is now persistent until you switch areas (or enter a boss room).
General fixes:
- Fixed bug where disabling fire shield displayed a mana cost.
- Game now properly handles special character crashes in the hero/heroine name lists.
- Fixed room that had empty block where a chest should be.
- Alexander no longer moves in places where if you kill him, the money is lost.
- Casting Mega Damage Shield now drains your mana faster than when casting the regular spell.
- Fixed bug where player would no longer catch his own chakram or conflux projectiles.
- Fixed bug where you could get the dragon fire spell for a class other than the dragon by locking the castle.
- Fixed a few spelling mistakes in the game.
- Fixed bug where game would function oddly when the system broke standard vsync and ran faster than 60.
- Fixed bug where dungeon shader was being applied to all areas, affecting performance.
- Tweaked the glowing fairies in the Garden to reduce confusion that players could interact with them.
- Fixed bug where the backup save system wasn’t kicking in properly if the map or map data got corrupted.
- Fixed bug where one of the last boss’s attacks had an incorrect hitbox.
- Fixed bug where you could take damage immediately after exiting a compass room.
- Removed the delete button from the options menu and put it into the profile selector.
- Fixed bug where the Randomize Children skill in the manor had incorrect text.
- Changed E.D.S to Flexible.
- Added a more comprehensive fix for player/boss dying at the same time.
- Player now makes a sound when landing after getting hit.
- Fixed bug where you could see a bit of background during a death defy.
- Fixed bug where quitting from heir selection with a character that has vertigo would result in him/her not having it on second load.
- Fixed bug where credits were running extremely slow.
- Fixed bug where lineage screen was running extremely slow.

Major Changes:

- Mac and Linux versions have been added to this release!
- Added profile select functionality. You can now choose between three save game profiles.
- Added Mac/Linux team to credits.
- Jukebox is now persistent until you switch areas (or enter a boss room).

General fixes:
- Fixed bug where disabling fire shield displayed a mana cost.
- Game now properly handles special character crashes in the hero/heroine name lists.
- Fixed room that had empty block where a chest should be.
- Alexander no longer moves in places where if you kill him, the money is lost.
- Casting Mega Damage Shield now drains your mana faster than when casting the regular spell.
- Fixed bug where player would no longer catch his own chakram or conflux projectiles.
- Fixed bug where you could get the dragon fire spell for a class other than the dragon by locking the castle.
- Fixed a few spelling mistakes in the game.
- Fixed bug where game would function oddly when the system broke standard vsync and ran faster than 60.
- Fixed bug where dungeon shader was being applied to all areas, affecting performance.
- Tweaked the glowing fairies in the Garden to reduce confusion that players could interact with them.
- Fixed bug where the backup save system wasn’t kicking in properly if the map or map data got corrupted.
- Fixed bug where one of the last boss’s attacks had an incorrect hitbox.
- Fixed bug where you could take damage immediately after exiting a compass room.
- Removed the delete button from the options menu and put it into the profile selector.
- Fixed bug where the Randomize Children skill in the manor had incorrect text.
- Changed E.D.S to Flexible.
- Added a more comprehensive fix for player/boss dying at the same time.
- Player now makes a sound when landing after getting hit.
- Fixed bug where you could see a bit of background during a death defy.
- Fixed bug where quitting from heir selection with a character that has vertigo would result in him/her not having it on second load.
- Fixed bug where credits were running extremely slow.
- Fixed bug where lineage screen was running extremely slow.




Quote
Patch v1.2.0 has been released! More content, fixes, balances, and optimization tweaks incoming!

Patch 1.2.0 Bug/Balance Fixes

The following patch includes a content update along with the bug fixes and balance changes that usually accompany it.

We are also currently testing Steam cloud support (Steam only) and will be rolling it out once we’re confident in its stability.

Major Changes:

- Added 5 boss remixes to the game.

- Added 1 new class.

- Added 4 new traits.

- Added 28 new rooms.

- Added ability to reduce shader effect quality for people playing on slower machines.

- Added 6 new Steam achievements (Steam only).

General Fixes:

- Added a small winter effect.

- Fixed a few spelling mistakes.

- Fixed bug where you could cast spells in carnival rooms and destroy targets before the game starts.

- Fixed bug where talking to Pooyan with a spell/ability that drains mana active would result in constant mana loss.

- Fixed bug where completed chests would sometimes show incorrect objectives.

- Enemy names in the enemy HUD now have a character cap.

- Fixed bug where open chests would not be properly reflected on the minimap.

- Fixed bug where diary rooms would show an exclamation mark even if no diary entry was available.

- Fixed longstanding bug where some enemies would spawn well above or inside terrain.

- Fixed bug where the introduction cutscene would crash in very rare cases.

- Fixed bug where casting certain abilities (translocation, assassin ability, etc.) right before entering the castle would result in undesired effects.

- Fixed bug where version 1 of the last boss could not be hit when casting a certain spell.

- Mana cost for spells with no mana cost is no longer displayed.

- Fixed bug where the lineage screen was giving the wrong helmet to ancestors.

- Fixed bug where different sized characters (gigantism, dwarfism, etc.) were not being displayed properly in the credits or profile card.

- Fixed bug where player could move while the last boss door was opening.

- Fixed bug where you could crash the game if you pressed two directions at the same time in the diary entry room (only possible with keyboard).

- Diary entry rooms are now removed from the castle’s generation if you have obtained all possible diary entries.

Balance Changes:

- Vampire and siphon runes now scale with NG+ level.

- Chance of gold chests to drop random stats instead of gold has been significantly increased.

- Increased visibility in dungeons to make navigation a little easier.

- Ponce De Leon logic tweaked.

- Expert Eyeball fire spread reduced from 6 to 4.

- Adv.Eyeballs fire spread reduced from 5 to 4.

- Haggle buffed. Costs less, scales slower, and max price reduction increased from 30% to 50%

- Map tweak to Barrel platform room.

- Typo fixes.

- Fixed plant miniboss sometimes spawning on ground.

- Odds of farting when having IBS lowered.

- Herodotus HP reduced slightly.

- Spelunkers Light no longer costs mana.

- Bouncy Spike auto kill logic bug fix to reduce false positives.

- Following enemies have had their HP decreased slightly to make later zones slightly easier:

– Skel Exp.
– Knight Exp.
– Blob Exp.
– B&C Exp.
– Wizards Exp (all 3)
– Fairy Basic, Adv. and Exp.
– Shield Knight Exp.
– Sword Knight Exp.
– Wolf Exp.
– Zombie Exp.
– Energon Exp
– Plant Adv. and Exp.
– Fireball Adv. and Exp.
– Skel ARcher Exp.
– Portrait Adv and Exp.
– Starburst Exp.
– Turret Exp.
– Horses Adv. and Exp.
– Mimic Exp.

Nice to see a good bit of activity carrying onward with their commercial success!   8)
Brian Emre Jeffears
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